I don't know if Commands work in Gamebook version (I've not really used Gamebook yet), but otherwise, your Command should work (note that Commands require the person playing the game to type in something that follows the syntax rules of your Command's 'pattern' text box's contents ~ see below for example)
and more importantly, your actual Scripts within your Command, are correct, that's how you adjust your Attributes, you got it correct, already, hehe:
'set a variable or attribute' Script -> [expression] or choose the correct drop down boxes for what you want (I don't know them that well, thus I cheat using the [expression] to type in the code, hehe) -> (see below)
Addition:
set variable Object_name.Attribute_name = [expression] Object_name.Attribute_name + Value_or_Expression
example1: set variable player.strength = [expression] player.strength + 5
example2: set variable player.damage = [expression] player.strength + player.endurance
Subtraction:
set variable Object_name.Attribute_name = [expression] Object_name.Attribute_name - Value_or_Expression
example1: set variable player.strength = [expression] player.strength - 5
example2: set variable player.strength = [expression] player.damage - player.endurance
example3: set variable player.endurance = [expression] player.damage - player.strength
Multiplication:
set variable Object_name.Attribute_name = [expression] Object_name.Attribute_name * Value_or_Expression
examples: you get the idea...
Division:
set variable Object_name.Attribute_name = [expression] Object_name.Attribute_name / Value_or_Expression
examples: you get the idea...
Example of a complex Expression (no different than a math expression~equation~formula):
player.physical_damage = (player.weapon.physical_damage + player.weapon.physical_damage * (player.strength / 100)) - (orc.armor.physical_defense + orc.armor.physical_defense * (orc.endurance / 100))
http://docs.textadventures.co.uk/quest/elements/command.html
Command Pattern (Type A): activator_text~string~word
example Command Pattern: info
// person types in: info
<command name="info_command">
<pattern>info</pattern>
<script>
ClearScreen
msg ("Character Information:")
msg ("")
msg ("Name: " + player.alias)
msg ("Sex: " + player.sex)
msg ("Age Integer: " + player.age_integer)
msg ("Age String: " + player.age_string)
msg ("Height: " + player.height)
msg ("Weight: " + player.weight)
msg ("Strength: " + player.strength)
// etc Character (player) Attributes displayment
wait {
ClearScreen
}
</script>
</command>
Command Pattern (Type B): activator parameter
example Command Pattern: info #object#
~OR~
example Command Pattern: info #text#
// person types in: info player
// or, person types in: info HK
// or, person types in: info orc
// or, person types in: info brains
// I'm not going to get into Command Parameters here though...
Command Pattern (Type C): activator parameter1 grammer parameter2
example Command Pattern: mix #object1# and #object2#
and infinite other combinations types...
the 'get input' Script and Commands, are the two ways to get~use inputs from the person playing the game. Also, there's the 'show menu' (pop up window) or 'showmenu' (in-line~text), which gets the selection made by the person playing the game, which is a type of input by the person playing the game too, just not an input that they type in like with 'get input' Script and Commands.
But, Commands, aren't the only means of Scripting... (Verbs, Page Type: [script] or [text+script], Commands, Functions, an Object's Script Attributes, Turnscripts, Timers, Object Types, and etc)
also, this link may be of help to you, as well:
http://ifanswers.com/1091/using-gamebook-style-game-create-game-wide-variables-track
ask if you need help with understanding any of it.
lastly, and very importantly !!!
the status pane (your statusattributes displayment), doesn't update to your new adjusted Attributes' values on its own...
to force the status pane (your statusattributes displayment) to update to the current~correct values:
(I don't know if all of these are available in Gamebook)
(global) Turnscript ( http://docs.textadventures.co.uk/quest/elements/turnscript.html )
the special 'changed' Script ( http://docs.textadventures.co.uk/quest/guides/running_a_script_when_an_attribute_changes.html )
UpdateStatusAttributes ( http://docs.textadventures.co.uk/quest/asl_requirements.html )