LVNAuth 0.6.1
LVNAuth 0.6.1
September 16, 2024
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Added the new load as keyword (introduced in v0.6) to the Wizard window so that it's easier to spawn copies of sprites without needing to memorize the command.
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The Wizard window's command list now contains a background color for each row. The colors are grouped by the category of each command. For example: commands related to fades will be in one color and commands related to rotation will be in a different color. This makes it easier and faster to find specific commands. Also, command category names are now listed on the same row as the command names.
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Added a command helper near the bottom of the main window. If you place the blinking cursor over a command parameter, the name of the parameter that you're currently on, will be shown. This is especially useful for commands that contain many parameters, such as
<text_dialog_define>
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Fixed a bug that caused a sprite's text animation to unnecessarily run again even if the text's animation had already finished, when swapping the sprite out with a different sprite.
LVNAuth 0.6
May 16, 2024
- Added the ability to load a sprite using a different name than the sprite's original name. For example, if you have a dialog sprite named 'button', you can load that sprite multiple times, each with a different name. The purpose is to be able to copy the same sprite image for different uses, with each copy having its own unique name. This is done using the keywords 'load as' when loading a sprite.
Let's say you want to show 5 button sprites in your visual novel at the same time. Before, you would have to add 5 sprite files/images to your visual novel, one for each button, even if they were the same image. Now you can use the same sprite (1 sprite file) to spawn multiple copies with unique names.
For example, typically you would load a dialog sprite like this:
<load_dialog_sprite: button, buy button>
The line above will load a dialog sprite named button and will give it an alias buy button. The line above works fine for 1 sprite. But what if you want to show 2 buttons? Instead of adding the same sprite file to your visual novel multiple times (which would unnecessarily increase the file size of the visual novel), you can now load the same sprite multiple times to create copies with different names, like this:
<load_dialog_sprite: button load as button 2, sell button>
So now it's taking the same sprite as before (named button) and loading it with a new name: button 2, and giving it an alias of sell button. With this update, it's now possible to load one sprite multiple times.
- Added condition support which allows specific lines in a script to run depending on a variable's value. This will make it possible to branch out your visual novels in creative ways. For example: you could have a character say something specific based on the viewer's choices. Or you could show different scenes based on the viewer's choices.
The new conditional commands are:
<case>
<or_case>
<case_else>
<case_end>
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Added a new
<exit>
command which allows you to stop a script before it has a chance of reaching the end. A possible use-case is, for example, when you have a store owner as a character and the viewer of your visual novel is a customer. If the viewer (the customer) doesn't have enough credits, then the store owner won't have anything else to say, so you could exit the script with this new command. -
Added a new
<halt_and_pause_main_script>
command which pauses the main script. This was made to prevent the main script from advancing until a sprite (such as a button sprite) has been clicked to advance the dialogue text. To unpause, use the new command:<unhalt_and_unpause_main_script>
. The difference between pausing the main script and using the<halt>
command is that with the<halt>
command the viewer can click anywhere in the visual novel to advance the story. However, when it's paused using<halt_and_pause_main_script>
, clicking won't advance the story. Other than that, they are similar. -
Fixed the command
<dialog_sprite_start_scaling>
not starting a scaling animation. -
Fixed the command
<sprite_text>
not adding text to sprites that have no animation. It used to only show text with sprites that were going through some kind of animation, such as fading, rotating, scaling. -
Fixed an error message from occurring when a sprite's image was changed during a gradual letter animation.
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Fixed commands with trailing or leading spaces not being read.