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9.
If we ran the game like this, the first few lines would display normally, but after a while, lines would begin displaying below the bottom of the screen. To break the script into pages, include an ``nvl clear`` statement after each page.
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Located in ../../source/nvl_mode.rst:43
10.
The following is an example script with pagination::
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Located in ../../source/nvl_mode.rst:48
11.
While nvl-mode games generally have more text per paragraph, this example demonstrates a basic NVL-mode script. (Suitable for use in a kinetic novel that does not have transitions.)
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Located in ../../source/nvl_mode.rst:65
12.
Menus
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Located in ../../source/nvl_mode.rst:70
13.
By default, menus are displayed in ADV-mode, taking up the full screen. There is also an alternate NVL-mode menu presentation, which displays the menus immediately after the current page of NVL-mode text.
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Located in ../../source/nvl_mode.rst:72
14.
To access this alternate menu presentation, write::
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Located in ../../source/nvl_mode.rst:77
15.
The menu will disappear after the choice has been made, so it usually makes sense to follow menus with an "nvl clear" or some sort of indication as to the choice.
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Located in ../../source/nvl_mode.rst:82
16.
Showing and Hiding the NVL-mode Window
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Located in ../../source/nvl_mode.rst:87
17.
The NVL-mode window can be controlled with the standard ``window show`` and ``window hide`` statements. To enable this, add the following code to your game::
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Located in ../../source/nvl_mode.rst:89
18.
Setting :var:`config.empty_window` to ``nvl_show_core`` will cause the NVL-mode window to be displayed during a transition. (The last two lines select the default transitions to be used for showing and hiding the window.)
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Located in ../../source/nvl_mode.rst:98
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