Skip to content

sgranade/sargent-chapbook-extensions

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

17 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Sargent's Chapbook Extensions

A collection of inserts and modifiers for Chapbook, a story format for Twine.

Summary

The extentions are focused on manipulating text to show later or display something different every time a player visits a passage.

  • The [collect] modifier saves text to a variable instead of showing it, letting you build up longer descriptions that you can then show using the {show collected} insert.
  • The {if [condition]} insert only shows text if the condition is true.
  • The {first time} insert shows text one time only.
  • The {one of} insert shows different text every time.
  • The {^ [expression]} insert capitalizes the string value of the variable or expression.

Want to see them in action? Check out the demo.

Installation

Warning

Chapbook version 2.0.0 has a bug in how it processes Javascript code. It's been fixed, but until the next version is released, you'll need to build the story format from its source code to use these extensions.

The extensions are defined in the text-manipulation.twee file in the src directory. If you're writing your game using Twee, download that file and add it to your project. Then, in your starting passage, use {embed passage: '_Add All Text Manipulation'} to make all of the inserts and modifiers available.

If you're using the Twine visual editor, create a new passage called _Add All Text Manipulation. Open the text-manipulation.twee file on this site. Copy all of the [Javascript] blocks into that new passage. Then, in your starting passage, add {embed passage: '_Add All Text Manipulation'}.

Use

Text Collection

The [collect] modifier collects text to be shown later or manipulated. All text that follows the modifier is saved to be shown later using the insert {show collected}.

You can use [collect] more than once to keep adding new text to what's already been collected. By default, a single space is added between each new collected text. If you don't want that space, use [collect no-space]. If you want a paragraph between them instead, use [collect new-paragraph].

The insert {show collected} empties the collection so that you can start over. To show the collected text while keeping it, use the insert {show collected; keep=true}. You can also guarantee that you're starting a fresh collection with the modifier [collect new].

Finally, if you want access to the collected text, it lives in the Chapbook variable __collected.

Conditional Insert

The {if [condition]} insert is like the [if] conditional display modifier, except that it's an insert that you can use in the middle of other text. For example, you might want to include a link to a new passage if the player has a key that will unlock a door.

The door is locked. {if hasKey: 'You could try [[unlocking it]].'

You can also show the player something different if the condition is false.

The door is locked. {if hasKey: 'You could try [[unlocking it]].', else: 'You need a key.'}

First Time Insert

The {first time} insert only shows its text the first time. After that, the text isn't shown.

The floodlight illuminating you is painfully bright. {first time: "You shield your eyes, but can't see who's behind the light."}

Note that this isn't tied to the player visiting the passage with the insert, but to the player being shown the text. Most of the time that's a distinction without a difference, except when you use the insert in a conditonal block.

Let's extend the example above.

[if floodlightOn]
The floodlight illuminating you is painfully bright. {first time: "You shield your eyes, but can't see who's behind the light."}

If the floodlight is off the first time the player visits the passage, the {first time} insert isn't triggered. That visit doesn't count as the "first time" as far as the insert is concerned.

One Of Insert

The {one of} insert lets you display varying text each time it's triggered. For example, say you wanted to show different flavor text every time a player entered a cave.

The cave is low and dark. {one of: ['Water splashes from the ceiling.', 'From ahead, a bat's squeak echoes off of the cave walls.', 'Your torch flickers.']}

Each time the player visits the passage, one of the choices in the list will be shown at random.

You can control the order that the choices will be shown using the order parameter.

{one of: ['choice 1', 'choice 2', 'choice 3'], order: 'order'}

order can be any of the following:

  • 'random': Show a random choice each visit without showing the same thing twice in a row. The default.
  • 'pure random': Like random, but choices can be shown twice in a row.
  • 'shuffled': The choices are shuffled, then shown in that shuffled order. Once all of them have been shown, they’re re-shuffled.
  • 'stopping': Show the choices in order, stopping with the last one and thereafter showing it forever.
  • 'cycling': Show the choices in order, repeating the order after the last one’s shown.

Capitalization Insert

The {^ [variable]} insert capitalizes the variable's contents and shows it. For example, say you had variables corresponding to an NPC's pronouns and you wanted to use one at the start of a sentence.

{^ companion.his} clothes are folded neatly at the foot of {companion.his} bed.

This could display "Their clothes are folded neatly at the foot of their bed" or "His clothes are folded neatly at the foot of his bed."

About

A collection of extensions to Chapbook, a Twine 2 story format.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published