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"Player Statistics": Chapbook (v1.0.0)#

Summary#

One of the most popular mechanics of table-top role-playing games are those where the player must determine their in-game statistics and then use them to make decisions.

In Chapbook, the values of variables can only be changed as part of the Vars Section or using JavaScript. This example combines the two and uses the {embed passage} modifier to use different passages as sections of code and adjust values based on user interactions.

Example#

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Twee Code#

:: StoryTitle
Chapbook: Player Statistics

:: Start
{embed passage: "Setup"}
{embed passage: "Statistics"}

:: IncreaseEmpathy
empathy: empathy + 1
points: points - 1
--
{embed passage: "Statistics"}

:: DecreaseEmpathy
empathy: empathy - 1
points: points + 1
--
{embed passage: "Statistics"}

:: IncreaseIntelligence
intelligence: intelligence + 1
points: points - 1
--
{embed passage: "Statistics"}

:: DecreaseIntelligence
intelligence: intelligence - 1
points: points + 1
--
{embed passage: "Statistics"}

:: Setup
empathy: 10
intelligence: 10
points: 5
--

:: Statistics
{embed passage: "CheckValues"}

[if points > 0 && empathy > 0]
Empathy:
[[[+]->IncreaseEmpathy]] [[[-]->DecreaseEmpathy]]
[continued]

[if points > 0 && intelligence > 0]
Intelligence:
[[[+]->IncreaseIntelligence]] [[[-]->DecreaseIntelligence]]
[continued]

Empathy: {empathy}

Intelligence: {intelligence}

Remaining Points: {points}

[[Reset Points->Start]]

:: CheckValues
[JavaScript]
  let empathy = engine.state.get('empathy');
  let intelligence = engine.state.get('intelligence');
  let points = engine.state.get('points');

  if(empathy > 20){empathy = 20;}
  if(intelligence > 20){intelligence = 20;}
  if(points < 0){points = 0;}
  if(points > 25){points = 25;}

  engine.state.set('empathy', empathy);
  engine.state.set('intelligence', intelligence);
  engine.state.set('points', points);

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