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615 of 41 results
6.
Characters can be declared to use NVL-mode by adding a ``kind=nvl`` parameter to each of the Character declarations. For example, if we the character declarations from the Quickstart manual are::
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Located in ../../source/nvl_mode.rst:26
7.
Changed to use NVL-mode, those declarations become::
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Located in ../../source/nvl_mode.rst:33
8.
Note that we have also added an NVL-mode declaration of ``narrator``. The ``narrator`` character is used to speak lines that do not have another character name associated with it.
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Located in ../../source/nvl_mode.rst:39
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
615 of 41 results

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