Store Value
Saves a value on this device when a pulse arrives — a best score, the tallest tower, the level a player reached — so it survives a reload. It is never sent to other players and never written into the scene file.
Output: none (a sink)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| trigger | event | each pulse writes once — wire On Game State (over), a HUD Button or a Counter |
| value | number | what to save — wire a Counter, a Get Variable, a Measure |
Parameters
| Parameter | Default | Options |
|---|---|---|
| key | best |
the name it is saved under — give each game its own (towers-best, not best) |
| mode | max | set (overwrite), max (keep the highest), min (keep the lowest — a best time), add (a running total) |
How it is stored
Values live in the browser's local storage under tp:scene:<scene name>:<key>. A game loaded
from the Games tab has no scene name yet, so it uses untitled — which is why every game should
use a game-specific key, or two games' bests would share one slot.
Each player keeps their own copy. A trigger that fires for everyone (a shared Game State) saves on every device; a per-player trigger saves only for the player who earned it.
Practical example
"Best height" in Towers:
- On Game State (
over) → Store Value's trigger. - The round's tallest height (a Math
maxover the ring latches) → value. - key
towers-best, modemax. - A Stored Value with the same key feeds the Round-over screen's HUD Text.
Tip
A round-scoped latch reads "not set" the instant the round ends, so a Round-over screen
should read the STORED value, not the latch. Write a set 0 at round start and a max on
every hit.
The HUD editor's Actions → Save best score builds this chain for a button in one step.