Zake, The Novelist

Member Since


Last Activity

10/25/2021 6:38 AM

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0 wins / 1 loss





'ello! I am Zake. Welcome to my profile.
Writing is fun, hard, and interesting.
Feel free to message me.

Some sites that may be worth a look:

Contribution to the War Effort

Games Rated: 205/205
Games Reviewed: 0
Listings Created: 0


  • The End Encroaches

Rate all of Endmaster's games. (Games now only found in the forbidden tome).

  • Elven Pride

Rate all of Mizal's games (that are on the IFDB).

  • Nay to thy Naysayers

Pass judgement on all of Endmaster's (current 80) reviews. So far all helpful. Existence terminated.

  • Criteria's Final Row

Rate all of Gower's games.

  • Hammer's Shadow

Rate all of BerkaZerka's games.

  • Seek Wisdom

Pass judgement on all of Mizal's (current 18) reviews. So far all helpful. Existence terminated.

  • Acceptable Effort

Rated everything (for now).

The war is winding down, but eyes shall linger.

Last Updated 11/03/2021 (DD/MM/YYYY)

Trophies Earned

Earning 100 Points Earning 500 Points Earning 1,000 Points For providing the community with many helpful posts when it comes to the aspects of writing. Said posts are acknowledged and appreciated. Given by BerkaZerka on 10/17/2021 - Cool Contributions


The Capi's Band & the Missing Instruments

Entry into End Master's Manifest Destiny Contest (2021).

A stand-alone sequel to: Elvis At The Beauty Contest.

Join Miz, Matt, and Mandy as Madame Coon recounts the tale of the Capi's band and their missing instruments!

Recent Posts

Adding pictures on 9/23/2021 5:26:20 AM

End Master's Manifest Destiny Contest on 9/6/2021 11:11:57 AM

@Mizal, I bet you weren't expecting it.

Link: The Capi's Band & the Missing Instruments

Submission for 'Zake (With Mara)'.

Advanced Name and Variable on 8/27/2021 11:36:50 PM
(Note to self: this is why you refresh before posting, especially if there's a lot of time between opening the page and clicking the button). Just want to add that this is very neat!

Advanced Name and Variable on 8/27/2021 11:34:08 PM

I tried to figure it out, but my skill level ain't there.

Depending on how much you understand what you're doing, my suggestion is:

Have a link for every unique name (and one for all other names) that have the same text and lead to the same page. The unique name links will just modify %TNAME in their link scripts.

Then, write a JavaScript function to hide the links depending on the name that the user gave earlier. So, if the name is Alice, the only link that'll be visible is the one corresponding to Alice.

The issue with this approach is that, because you're just making HTML elements not visible, a 'clever' user could easily make the links visible again and click them, breaking your game.

I don't think this is a big deal, since if a user is actively trying to break your game, they can just turn off JavaScript.

Hopefully someone more knowledgeable answers, since it'd be neat to see how they'd go about this. And if someone more knowledgeable happens to be reading this, I've got a question of my own:

If I add the script tags for CDNs to use JQuery, would that work? I'm talking about adding them directly to the CYS page text, since I don't know how (or if you can) add stuff to the head element. I guess I could try doing it, but given my recent experience, I'd probably make some mistake. As such, I'm more curious about it being hypothetically possible, aha.

Specific effect of a variable on 8/10/2021 9:22:23 AM

Yeah, sure, but items don't have passive effects if you don't create them.

Another option is just increase %ATTACK by 2 on the page you get the first sword, then increase it again by whatever the difference is when you get the improved one (so if the second sword is 4, increase it by another 2). This stops your code being reliant on items, and so it is easier to do.

If you have some puzzle where they need to drop the sword early, then I think you could use a global script.

Global scripts can be ran before every page/link (or was it on every page/link?), so you can check the state of items and modify variables based on that. I'm a little iffy on the timing for this stuff, so beware undesired defects!

Here is an article on items:

Of note is:
'The $ITEMSTATE variable can only be set to 0 or 1.
- 0 means that the item is not in your inventory.
- 1 means that the item is in your inventory.'

There are more articles under the Help & Info section.

Anyway, what I'd do is:


%FOUNDSWORD starts as 1, so when you find the ITEM with id 1 AND have it in inventory it's state ($ITEMSTATE1) will be 1. This means I modify the attack based on the sword.

The second line also changes %FOUNDSWORD to 2, so that I don't keep increasing attack every page (and this is also done if the item state is 1).


Here IF you have found the sword already, and the sword is NOT in your inventory (the $ITEMSTATE1 = 0), then the attack needs to be reduced. If there is a way to get this sword again, you might want to reset the %FOUNDSWORD variable (so that attack can be increased again).

The issue with this system is that you'd need a extra variable for each sword, which could get annoying.

I'd just create these variables in scripts so their names can be longer than 10 letters (or so I hear), and have them be %FOUNDSWORD1 %FOUNDSWORD2 etc. This is kinda a bad implementation, but assuming it doesn't somehow cause lag, I wouldn't care.

The above seems to work for me, but I will note the timing for creating the variable in a script and having that noticed by global scripts is iffy, so I don't suggest having %FOUNDSWORD = 0 for the check (which is why I have it as %FOUNDSWORD = 1, since it stops my implementation from counting the attack boost twice).

ANYHOW, others might have a better way. I haven't really messed around with items much, so hopefully this gives you some ideas.

P.S. I don't recommend making an RPG, they tend to suck since just clicking a button to whittle down HP can be boring, but if you're determined, I won't stop you (as good storygame RPGs can exist, but it does seem to be a lot of work). This isn't what this thread is about tho, so I'll leave it at that. Good luck!

Coding on 8/2/2021 9:39:44 AM

Yes, there are people who have used 'coding' extensively. So people do have an idea on how to do it (but it isn't necessary for making storygames, so not everyone knows).

I see you have another thread, so I'm assuming this is about that.

What part are you up to? Did you figure out how to create a variable?

I suggest creating a 'test bla bla' storygame, and using it as a place to mess around. Just click the buttons and see what they do. This way there is no risk you mess up the story you're working on (by deleting a page or something).

Looking for Beta Readers for a Story on 7/28/2021 9:50:31 AM
Well, Gryphon has done a good job of finishing this so fast, so there's a chance I end up with some free time before the deadline, aha. Altho I generally dislike proofreading (even if I think it is important), so I might not jump at this opportunity. Then again, I could just do a general reading and leave the 'smaller' mistakes for others (if there are any). Time will tell, (someone can tag me in two weeks).

How to Write A CYOA Story? on 7/24/2021 10:29:52 AM

As Wizzy mentioned, just look into learning the editor scripting.

You can have something like:

The %%COLOUR%=%1%red%%%%COLOUR%=%2%blue%% flag fluttered in the wind.

It could be more checks, you can use greater than less than, you can have sentences, you can have multiple on-page scripts on one page (but you can't combine different variables, so either combine them before you use it, or just keep in mind it needs to be spaced out).

Another example:

%%STABBED%=%0%The merchant looked out at the armies from the hill.%%STABBED%=%1%The merchant was bleeding on the ground.%% %%FIRE%=%0%The moon in the azure sky watched it all.%%%%FIRE%=%1%The sky was red; the moon blocked by smoke.%%

Notice the space between the %% at the end and start of a 'script' when it changes the variable it is checking.

Read the help articles and consider messing around in a test story. Then you can ask questions.

The simple stuff like using variables to track choices and then using scripting to display text (or choices) based on variables is relatively simple, but it can be a bit confusing at the start. From experience, my explanations don't tend to be the most beginner friendly.

You can also add in scripting for redirecting to a different page (which can be useful). Depends on how you structure stuff tho, as sometimes you can just have two links with different visibility.

Anyway, that'd be something like:

IF %KEY = 1 THEN $DEST := @P10

If the variable KEY is equal to 1, then the DESTINATION (denoted with $) is set to Page 10.

Alternatively, keep doing the tedious method, since it'll bloat your word count, heh.

End Master's Manifest Destiny Contest on 7/21/2021 3:44:08 AM
Hmm, competition! (LOCKED and welcome to the contest).

End Master's Manifest Destiny Contest on 7/20/2021 5:38:29 AM
Some of my rich insights into co-authoring might be missing, but I can't be bothered to check the validity (which I have no reason to doubt, it'd be a lot of effort to be misleading and all). I didn't resist, so it wasn't being voluntold, but it I will say it felt like it. (I like the approach where you finish the story before declaring intent to enter).