It would be good to have priority system where each variable can be assigned a number on the story-wide variable editing page. Default could be 0. Higher numbers might be ordered further up in any context. If two variables have the same number, the order of creation in the Score can take precedent again.
Multiplication is not working {action "Test" if game:Health >100 set game:LV = game:LV+5} works {action "Test" if game:Health >100 set game:LV = game:LV-5} works {action "Test" if game:Health >100 set game:LV = game:LV/5} works {action "Test" if game:Health >100 set game:LV = game:LV*5} throws Invalid Action state changes formula: Unexpected character '\'
Might this be related to Markdown conversion? When RTE is active, the WYSIWYG will be converted into plain Markdown. Markdown uses * for italics so *italics* will become italics. If you use plain Markdown and want to have an asterisk in your chapter, you need to escape it like \*. The conversion might do the same when saving a chapter, so * might become \*. Thus, the parser might then lead the \ and breaks. If that is the issue, I guess it might be possible to either deactivate RTE to Markdown Conversion within braces, or allow an alternative operator \* for multiplication. (You could test that by deactivating the Richt Text Editor in the settings, though you shouldn't change the setting while you have any edit chapter page open as that might ruin the formatting.)
Turning off RTE does allow multiplication to work for me. The formula I originally mentioned works with RTE off: {action "Add Sense" once set game:catseyeroll += (game:sense + game:sensemod) * 2} It'd be ideal if there was a solution with RTE on, but that should explain why it seemingly has been working for some folks and not others.
Thanks for explaining, and for the suggestion! I’ve now added Display priority to the Story variables page. It works for variables introduced in chapters too, so you can leave their definitions where they are. For your example, set Headgear to 1, Upper Body to 2, and Lower Body to 3. Lower numbers appear first; the default 0 leaves variables after the numbered ones. Variables with the same priority keep their existing order. This applies to both Game State and inventory, including games already in progress.
Thanks everyone for helping track this down, and sorry for the delay! You were right about the Markdown conversion. It was adding a backslash before *. A fix is now live, so multiplication should work with the rich text editor enabled. Please let me know if you still run into any issues!
Thanks for reporting this again. The daily database backup has been running past 14:00 UTC, which temporarily blocks view-count updates. The earlier fix addressed a different scheduling problem, but a blocked update would still wait until the next hour to try again. Views were still being recorded. The displayed totals were just delayed. I’ve now deployed a change so blocked updates retry every minute and catch up as soon as the backup finishes. Counts can still be delayed during the backup itself, but there should no longer be that extra wait afterward.
It's an super trivial issue that I only keep bringing up because it makes my spreadsheet ugly. Thanks for obliging me.