ALSO... not trying to hijack the thread... but why did you drop StoryIncludes? It seems like just TODAY someone was asking about being able to separate things into folders. Seems helpful to me.
So wait... can I just put EVERY VARIABLE I HAVE in the StoryInit? And then I don't need to initialize before use later?
Yes. You still need to use the <<set>> macro, but yes. It's also silent, unless there are errors, so you can space out your blocks of sets to make things easier to read. For example:
/*
Flags.
*/
<<set
$hasRedKey to false;
$hasSkullKey to false;
>>
/*
Player character stats.
*/
<<set
$strength to 1;
$dexterity to 1;
$intelligence to 1;
$health to 1;
>>
/*
Other stuff, I don't even know!
*/
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
ALSO... not trying to hijack the thread... but why did you drop StoryIncludes? It seems like just TODAY someone was asking about being able to separate things into folders. Seems helpful to me.
I didn't, it's a compiler passage (i.e. used only by Twine/Twee/TweeGo/whatever, means nothing to story formats) which is not supported by Twine 2*.
Is the heading it's listed under, Compiler Passages (not meaningful to story formats, listed only for completeness), unclear or did you gloss over it? Honest question, if it's unclear, then I can try to make it more explicit.
* Mind you, while previously unable to load external files easily, there's no technical reason Twine 2 couldn't have included other Twine 2 stories by name (since, whatever version, it has always had access to the stories it manages). That's a question/feature request for CK, however.
Is the heading it's listed under, Compiler Passages (not meaningful to story formats, listed only for completeness), unclear or did you gloss over it? Honest question, if it's unclear, then I can try to make it more explicit.
Actually it wasn't the header. It was the following:
StoryIncludes
Twine 1: Used to include other Twine (.tws) or Twee (.twee, .tw) source files during compilation.
Twine 2: Unsupported.
Comments
Just create a passage in the editor (the blue screen where we build things) called StoryCaption.
What ever you put in there (within certain limits) should show up.
So wait... can I just put EVERY VARIABLE I HAVE in the StoryInit? And then I don't need to initialize before use later?
I didn't, it's a compiler passage (i.e. used only by Twine/Twee/TweeGo/whatever, means nothing to story formats) which is not supported by Twine 2*.
Is the heading it's listed under, Compiler Passages (not meaningful to story formats, listed only for completeness), unclear or did you gloss over it? Honest question, if it's unclear, then I can try to make it more explicit.
* Mind you, while previously unable to load external files easily, there's no technical reason Twine 2 couldn't have included other Twine 2 stories by name (since, whatever version, it has always had access to the stories it manages). That's a question/feature request for CK, however.
Actually it wasn't the header. It was the following:
StoryIncludes
Twine 1: Used to include other Twine (.tws) or Twee (.twee, .tw) source files during compilation.
Twine 2: Unsupported.
And I thought: WHY?!!! That sounds so helpful.
So... Gloss, I guess is the answer.