Today's updates brings a new flock of features and fixes.
New:
Flag commands are now tested and working properly.
To set/create a flag:
;f flagname #value
For example:
Quote:
;f akiha_social_rank 0
Perform operations on a flag:
;f flagname operator #value
For example:
Quote:
;f akiha_social_rank + 1
The end result will be that the akiha_social_rank will be at 1.
The available operators are: + - / * %
Display the value:
;fflagname
For example:
Quote:
;fakiha_social_rank
1 is displayed.
Create user inputs:
;f input flagname default value size #size
For example:
Quote:
;f input player_name Tohno Shiki size 15
This will display an input box with Tohno Shiki already filled in.
Conditional Statements:
Tell the VN to do something if a flag matches certain values.
;if (condition) {action}
For example:
Quote:
;if (akiha_social_link = = 0 ) {;goto scene-akihakillsyou}
;if (akiha_social_link > 0 ) {;goto scene-yougettolive}
Condition comparison operators are:
= = (yes that's 2 equal signs as per convention, it means equals. There are no spaces between the two equal signs, in this example there is a space because the post is making the two equals into a smiley.

)
>= (Greater than or is equal to)
<= (Less than or is equal to)
!= (Does not equal)
< (Less than)
> (Greater than)
You may also put comparisons together.
Quote:
;if (akiha_social_link = = 0 || hisui_social_link = = 0 ) {;goto scene-akihakillsyou}
The double bar means OR. The statement reads, if akiha_social_link equals 0 OR hisui_social_link equals 0 then go to scene-akihakillsyou. If either flags is true, then the action in the curly brackets will run.
Using and:
Quote:
;if (akiha_social_link = = 0 && hisui_social_link = = 0 ) {;goto scene-akihakillsyou}
&& means and.
The statement reads, if akiha_social_link equals 0 AND hisui_social_link equals 0 then go to scene-akihakillsyou. Both statements must return true for the action in the curly brackets to run.
You may also put multiple actions into the curly brackets.
Quote:
;if (akiha_social_link = = 0 && hisui_social_link = = 0 ) {
;goto scene-akihakillsyou
;i angry_akiha show
;a deadlymusic play
}
New Actions:
;goto scene-scenename
;goto segment-#segmentnumber
When a reader gets to a break with one of these commands, the reader is sent to the referenced scene or segment. This is not a link, this is a scene or segment redirect.
;click prevent
This prevents the reader from clicking on the VN to proceed to the next break/page/scene. This is useful for when you want to play an animation, can be used in in conjunction with:
;click auto #timeinmilliseconds
For example:
This will automatically click the VN in 3 seconds. This can be used with click prevent. For instance prevent the user from clicking, play an animation that lasts 3 seconds, set auto click to 3 seconds, and have click auto click it after the animation is complete.
The VN will click itself even if you set click prevent, click prevent prevents the user from clicking, not the VN.
click prevent can also be timed:
;click prevent #timeinmilliseconds
For example:
Quote:
;click prevent 3000
This will prevent the reader from clicking for 3 seconds. After that time the reader will be able to click.
Allow clicks:
;click allow
This is the reverse of
;click prevent. An example for use: Links will automatically prevent clicking on the visual novel itself to proceed to the next break/page/scene. This is done so that the reader is forced to click the links, not anywhere else. However if you have links such as:
Quote:
;l segment-300
;b ;l segment-301
;b ;l segment-302
The second and third link will not be visible because the first link already prevents clicking and displaying the links on subsequent breaks. In that case this will fix it:
Quote:
;l Next Chapter segment-300 ;click allow
;b ;l Next Chapter segment-301 ;click allow
;b ;l Next Chapter segment-302
And ;click allow is also used to reverse ;click prevent.
Hide the overlay:
;overlay hide
This will hide the overlay (usually a transparency over the background and foreground images). But not the text.
Shows the overlay:
;overlay show
Auto click view image:
;view image
This behavior is bugged in Internet Explorer, but on all other browsers this will automatically click the view image button for half a second or 500 milliseconds, at which time it will revert to default. If you want to simply view the image with no return to the text and overlay simply show an empty page with ;overlay hide
New advance image option: showhere:
Normally using show on an advance image will show the image at the place where it was set, whether it would be as the scene background, or on a different page or scene. If it is on a different page or scene, using ;i show would not actually make the image visible, because the reader is already past that page or scene.
If that is the situation then use:
;i imagename showhere
This works exactly the same way as regular image show except it will move the image to the current break before showing it.
Note that this will remove the image from the previous location.
It works identically to the regular show, and all effects will work the same on it.
Tabbing:
Click the tab button to indent! Works just like any text processor!
Any resolution size:
Set your own height and width. The default is still 640 by 480 pixels. But you can set it to be anything.
A new default overlay style:
The FSN style. This emulates the FSN overlay... Try it and see! The overlay style will automatically adjust to your height and width, so you can use the style with any resolution combination as well.
Changes:
- NO MORE need for ;vn-chapter and ;vn-chapterends. Start a VN or a segment with ;s, not as previously, ;vn-chapter! Please edit all existing vns to follow this easier/better format.
- ;a stop all is now ;a stopall This command stops all currently playing audio
- Set your own default fonts and font sizes! This will over ride the site-wide defaults.
- Flash (the former ;f), is deprecated, this will no longer work. ;f now means flags. However to emulate the flash simply use ;click auto with ;click prevent, it will do the same thing and with customizable timing too.
- ;c is deprecated. For convulsing, please use ;convulse.
Fixes:
- advance images now works properly in Internet Explorer
- Lights out and on has a smoother animation
- View image also has a smoother animation
Comments are welcome!
Let's try it out!
I really think we have to think of a way that allows the user to manipulate BGscenes and the Sprites separatedly.
Some kind of layer or something.
or maybe something like:
;sbg for backgrounds
and
;ss for sprites.
but this might be only my opinion.
Can you describe what you're trying to do please?