Note: 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. Note: Note: This method will not detect "code" passagesi.e., script, stylesheet, and widget passages. This macro has been deprecated and should no longer be used. The handler is passed one parameter, the save object to be processed. Each event is represented by an object that has properties that may be used to get additional information about what happened. Outputs its contents a charactertechnically, a code pointat a time, mimicking a teletype/typewriter. The extension relies on a workspace (or a folder) being open. Warning: Determines whether the link-visited class is added to internal passage links that go to previously visited passagesi.e., the passage already exists within the story history. 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. Replacement patterns have the format {NAME}e.g., {identity}where NAME is the name of a property within either the l10nStrings object or, in a few cases, an object supplied locally where the string is usedthese instances will be commented. You may forcibly enable test mode manually by setting the Config object's debug property to true. Determines whether certain elements within the UI bar are updated when passages are displayed. Returns the total number of available slots. If your content consists of DOM nodes, you'll need to use the Dialog.append() method instead. Executes its contents after the given delay, inserting any output into the passage in its place. Returns a new array consisting of all of the tags of the given passages. The equivalent SugarCube code to achieve a similar result would be: Note: Instances of the Passage object are returned by the Story.get() static method. The affected elements are the story: banner, subtitle, author, caption, and menu. Returns whether the track is loading data. Unsupported object types, either native or custom, will need to implement .clone() method to be properly supported by the clone() functionwhen called on such an object, it will simply defer to the local method; see the Non-generic object types (a.k.a. If you don't know what that means, then this API is likely not for you. If you're on Linux, right-click on the file and select Copy. Finally, one of three things happen (in order): the existing playthrough session is restored, if it exists, else the autosave is loaded, if it exists and is configured to do so, else the starting passage is run. Creates a single-use passage link that deactivates itself and all other <> links within the originating passage when activated. Note: For standard browser/DOM events, see the Event reference @MDN. For example: See: Engine API. The easiest way to understand this is to look at what happens when you make some changes to StoryInit and then load a saved story from before those changes were made. Caches an audio track for use by the other audio macros. Does not modify the original. 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. Stops playback of the playlist and forces its tracks to drop any existing data. If you limit the moments within the history to 1, via setting Config.history.maxStates to 1, then there will only ever be one moment in the history, but passage navigation is still required for new moments to be created. See the Macro API docs for more information. Instead of storing any "static" data (data which won't change during the entire game, e.g. Math.random() is no longer replaced by the integrated seedable PRNG when State.prng.init() is called. Config.macros.typeSkipKey, Config.macros.typeVisitedPassages, <> Events. Used within <> macros. Returns how much remains of the track's total playtime in seconds, Infinity for a stream, or NaN if no metadata exists. Used for pre-story-start initialization tasks, like variable initialization (happens at the beginning of story initialization). Shorthand for jQuery's .off() method applied to each of the audio elements. Warning: The best example of an array is a pill container. The (execution) context object of the macro's parent, or null if the macro has no parent. Sets the starting passage, the very first passage that will be displayed. Stops playback of the track and forces it to drop any existing data. Returns a reference to the dialog's content area. predisplay tasks have been deprecated and should no longer be used. The HTML & CSS have undergone significant changes. Additional timed executions may be chained via <>. 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. For each iteration, it assigns the key/value pair of the associated entry in the collection to the iteration variables and then executes its contents. Note: The <
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