LVNAuth v0.2
November 8, 2023
-
Reusable scripts can now use tokens. For example, in a reusable script, if you have
(@character)
, you can use<call: some script, character=Bob>
and the(@character)
token inside the reusable script will get replaced with the name of the character (in this example: Bob). -
Added a new command:
<scene_with_fade>
, which is used for fade-transitioning to a new scene. You can use<scene>
by itself if you don't want to use a fade effect when transitioning to a new scene. -
Added a new command:
<wait_for_animation>
, which waits for specific type(s) of animations before resuming a scene's script. It does not pause reusable scripts, but can be called from a reusable script. -
Added
<no_clear>
to the wizard. -
Fixed a display bug with the dialog rectangle which caused the border to get stuck when fading out.
-
Fixed: the on_halt and on_unhalt reusable scripts run at the right times now, regardless of the font animation.
-
Fixed a bug where sometimes dialog text was skipped after using <halt_auto> in sudden-font mode.
-
Proper support for multiple audio channels. An implementation existed before, but it didn't fully utilize pygame-ce audio channels.
-
Prevent on_halt reusable script from starting when halt_auto is used.
-
The command will now stop the current scene script from playing any further, before loading the new script.
-
Added hidden scene support. Hidden scenes will not show up in the Launch window. This is useful for creating small, maintainable scenes that are part of a bigger scene. The purpose is to be able to quickly preview small hidden scenes from the Editor without having to re-watch and entire scene from the beginning. To create a hidden scene, include a period in the beginning of a scene's name. For example:
.Outside scene
-
Added 'c' key shortcut for copying the locations of visible sprites when previewing a scene in the editor.
-
Added 'h' key shortcut to hide/re-show the mouse coordinates at the top of the visual novel, when previewing a scene in the editor.