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. Please specify version and format if asking for help, or apply optional tags above: Warning: Global event triggered when all <> macros within a passage have completed. When using Twine1/Twee, it is strongly recommended that you use only a single stylesheet tagged passage. The Config object controls various aspects of SugarCube's behavior. Note: Config object settings should be placed within your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script -tagged passage). Determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent). Playlists are useful for playing tracks in a sequencei.e., one after another. Creates a link that silently executes its contents when clicked, optionally forwarding the player to another passage. A format item has the syntax {index[,alignment]}, square-brackets denoting optional elements. In order of processing: (for reference, this also shows tasks and various special passages). Tip: Donate Requirements SugarCube's sole requirement is a modern web browser, and by modern I mean one released within the last several years (you do not need the absolute latest and greatest shiny). In your menu passages, your long return links will simply reference the $return story variable, like so: Warning (Twine2): The number of moments contained within the story history is, generally, limited, via the Config.history.maxStates setting. Returns the number of currently registered on-save handlers. Returns the current pull counti.e., how many requests have been madefrom the seedable PRNG or, if the PRNG is not enabled, NaN. Registers the passage as a VTT passage. Prepends one or more members to the beginning of the base array and returns its new length. Returns a reference to the current AudioTrack instance for chaining. Its return value should be the post-processed text. The StoryInit special passage is normally the best place to set up tracks. Global event triggered as the first step in opening the dialog when Dialog.open() is called. Note: 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. Note: If you need that kind of information from the dialog itself, then you may use the :dialogclosing event instead. When setting the value to boolean true, you will likely also need to use the Config.saves.isAllowed property to disallow saving on the start passage. As with <> and <