Version 0.6.0
-
Tags! As described in #122:
Allows you to include metadata in your story. It can be used statically, so that you can grab data from your story without actually running it, or in the content itself, so that you can add markers on a line-by-line basis. For example, you can include this at the top of your story, and then grab them as a list of strings using the
story.globalTags
property
# title: My Great Story
# author: Joe
Or on a knot, which you can get using story.TagsForContentAtPath("myKnot")
:
== myKnot ==
# tag at the top of the knot
Your usual content
Or on a line by line basis, which you can get after calling story.Continue()
using story.currentTags
:
A line in my story. # audio: a_line.wav
or:
Joe: This is great! # smiling
or:
A line in my story. #loc:12345 // localisation code for other languages
- BREAKING CHANGE: ink no longer steps directly into a knot when no other content is defined above it. Although this seemed like useful behaviour, it's extremely confusing if you simply add a variable and then are confused at why your ink no longer works.
- Allow
CONST
values to be redefined, so long as they're given the same value. Useful for putting the same value in multiple files to reduce dependencies and make them visible to the writer. - Throw an error if you try to set a variable from the game that hasn't been declared in ink.