LVNAuth Tutorials - The Basics of LVNAuth
LVNAuth uses simple commands to cause things to happen in a visual novel.
For example: to show a background, you would use the command:
<background_show: background name here>
There is no need to memorize the commands - LVNAuth has a wizard window that will guide you through the use of commands each time you want to use a new command. You can type the commands in yourself or use the wizard window's help.
No programming experience is required. LVNAuth has been made for story writers, not programmers.
LVNAuth consists of various things that make up a visual novel. This page explains the primary elements of a visual novel in LVNAuth.
A visual novel in LVNAuth consists of the following:
Chapters
If Scene 1 is played, then the script in Chapter 1 will run then Scene 1's script. If Scene 2 is played, then the script in Chapter 1 will run, then Scene 2's script.
Any commands that are common amongst the scenes in the chapter should be put into the chapter's script. For example, if Scene 1 and Scene 2 show the same characters, then the command for loading the characters should be put in Chapter 1's script (ie: commands such as: <load_character>
).
Commands such as <load_character>
or <load_object>
or <load_dialog_sprite>
should always be put in chapter scripts, not scene scripts.
If multiple chapters need to contain the same <load..>
scripts, then there is no need to copy and paste the same script into multiple chapters. Instead, you can create one reusable script that contains the <load...>
commands that you need, and then use the <call>
command to call that reusable script in each chapter's script.
Note: Nested calls to reusable scripts will not have their <load...>
commands executed. In other words, if you have a reusable script that calls another reusable script (and the second reusable script contains the <load...>
commands), then the <load...>
commands won't be read when your project is being compiled. Only the top-level reusable script(s) will have <load...>
commands evaluated when compiling a visual novel.
Scenes
<load_>
should not be used in scenes. Although you can use those commands in scenes, it's usually better to put <load_...>
commands into chapter scripts. When a scene plays, the chapter's script automatically runs first, so it would make sense to put, for example: <load_character: some name here>
in a chapter script.<load_character>
in a chapter's script is if the character will only be used in one scene and no where else in the entire visual novel. The reason is: the sprite will be prepared in memory for each scene that is played if it's put in the chapter's script, but if it's only needed for one scene, it makes more sense to put that command into just that one scene.<call>
command. For example: <call: show main character>
<load_character: rave_happy, rave> <load_character: rave_sad, rave> <load_character: rave_normal, rave> <character_show: rave_normal> The character is normal. <halt> <character_show: rave_sad> Now the character is sad. <halt>
With the example script above: first, it showed rave_normal
, and then it was replaced with rave_sad
.
Dialog sprites are sprites that are only shown when the dialog rectangle is visible on the screen. In other words, only when characters are speaking with text.
The purpose of dialog sprites is to show graphics in the dialog rectangle.
For example: if character says 'I'm looking for a purple diamond', then you can show a sprite of a purple diamond beside the text.
Another example: while waiting for the viewer to read more character dialog text, you can show a simple animation (such as a moving arrow) to show that there is more text to read.
Last updated: Tue 23 April 2024