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<<set $stealth to either (0,1,2,3,4,5)>> <<set $spells to either (0,1,2,3,4,5)>> <<set $strength to either (0,1,2,3,4,5)>> <<set $smarts to either (0,1,2,3,4,5)>> <<set $style to either (0,1,2,3,4,5)>>
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Start
Stats
Then the passage 'loop'
The player is presented with the options to distribute 12 points with plus or minus signs, never going over 5 in each, and never spending more than 12. But then they can hit Randomize and the loop runs, distributing the 12 points evenly, which can then be further edited by the player with the plus/minus links.
1. Your StoryInit special passage.
2. The passage in which you startup the randomisation process. note: <<silently>> is used to suppress any visual output generated by the Randomize Stats passage.
3. The Randomize Stats passage
It's cool to see the <<display>> macro being used as a psuedo if/for? loop.
The <<else if>>'s in the third example of my previous solution are correct syntax for the Sugarcane story format, which @Muze stared they are using, and the last example in the relevant Twine 1 documentation shows the usage of that syntax. The same documentation explains that you can also use the <<elseif>> syntax if you prefer.
I generally build (and run) a test-case story project for (almost) every one of my solutions before posting them on the forums, that does not mean that they never contain errors nor that errors aren't introduced during the transfer process.