The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: modern algebra on October 11, 2008, 10:51:47 PM

Title: Scene Tutorial
Post by: modern algebra on October 11, 2008, 10:51:47 PM
Scene Tutorial
Version: 1.0
Author: modern algebra
Date: October 11, 2008

Version History



Description


This script allows you to create tutorials for the scenes in your game, such as for the menu or for the battle system, by freezing user input and allowing you to control the movement of the scene through a special tutorial common event.

Features


Screenshots

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F948%2Fscenetutsl8.png&hash=c0a7c22e39451348f290265c3d9c3c7b95ff5db4) (http://imageshack.us)

Instructions

Instructions are quite long and can be found in the Header of the Script. Be sure to read them all in order to understand how you can best use this script. Also, I suggest you copy out the special commands on a piece of paper so that you won’t have to refer back to the script when making your tutorials.

I suggest also that you download the demo, as that will give you a better idea of how to set up the tutorial common events.

Script


Code: [Select]
#==============================================================================
#  Scene Tutorial
#  Version 1.0
#  Author: modern algebra (rmrk.net)
#  Date: September 15, 2008
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    This script allows you to freeze user input for a scene and run a special
#   common event that controls input. Effectively, this allows you to run a
#   scene and direct a tutorial to that scene that explains what the scene is.
#   So, if you ever wanted to give the players to your game a tutorial on
#   using the Menu scene, then this is the script for you.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    Okay, this script can be slightly difficult to use, so you have to pay
#   careful attention to the instructions.
#
#    To start a tutorial, you must use a call script with this code:
#
#        $tutorial.start (scene, common event id)
#
#    where scene is the name of the scene to call, (like Scene_Menu or
#   Scene_Battle) and common event ID is the ID of the common event that
#   controls the tutorial. Now, that's the easy part. Setting up the controller
#   common event will be tricky at first, but once you get the hang of it,
#   you'll be fine. Now, read the instructions very carefully:
#
#    The Standard Wait Variable - You set what Variable this will be at line
#   200. The value of this variable determines how many frames to wait for
#   after each command.
#
#    The controller common event is similar to a regular common event in some
#   ways but many of the commands will be unavailable to you while others will
#   be irrelevant and others still will have a different effect than you would
#   expect. In the instructions, I will go over the functions of what will be
#   the most important commands in making a scene tutorial, but I just wanted
#   to warn you that many commands will not work as you expect them to. (For
#   instance, pictures, screen tone etc... will only work in a battle or map
#   tutorial). So, depending on how the scene is built, some things are
#   possible while others are not. Note, however, that in a number of cases,
#   you can simulate the effect that is not possible. That being said, it can
#   get quite convoluted, but that was as far as I was willing to go with this
#   script. I apologize for the difficulty.
#
#    Anyway, there are a couple of specialized commands that have their function
#   changed from what they would normally do. These are:
#
#      Control Variable
#      Set Move Route
#
#    These have been changed so that rather than do what they would normally,
#   they instead interpret input. Since player input is frozen during a
#   tutorial, scene movement is handled by you, the game creator. It is done
#   through these two commands. This can be rather non-intuitive, but for each
#   value of 0 through 19, a button is attached. It is similar for Set Move
#   Route, but let's go over the variable way of setting input first.
#
#    To set it, it must be a single variable set to a constant. If any other
#   option is chosen, then the Control Variable command will function normally.
#   Also, the control variable command will behave normally if the variable you
#   choose is the one you choose for setting standard wait time. Anyway, here
#   is the list of values and their effects:
#
#      0  - Down Cursor
#      1  - Left Cursor
#      2  - Right Cursor
#      3  - Up Cursor
#      4  - Button A
#      5  - Button B
#      6  - Button C
#      7  - Button X
#      8  - Button Y
#      9  - Button Z
#      10 - Button L
#      11 - Button R
#      12 - SHIFT
#      13 - CTRL
#      14 - ALT
#      15 - F5
#      16 - F6
#      17 - F7
#      18 - F8
#      19 - F9
#
#    If you want to wait some frames, the Wait command will work normally.
#
#    Set Move Route has a similar set of moves attached. They are:
#      Move Down             - Down Cursor
#      Move Left             - Left Cursor
#      Move Right            - Right Cursor
#      Move Up               - Up Cursor
#      Move Lower Left       - Button A
#      Move Lower Right      - Button B
#      Move Upper Left       - Button C
#      Move Upper Right      - Button X
#      Move at Random        - Button Y
#      Move Toward Player    - Button Z
#      Move Away from Player - Button L
#      One Step Forward      - Button R
#      One Step Backward     - SHIFT
#      Jump                  - CTRL
#      Wait                  - Waits for however many frames
#      Turn Down             - ALT
#      Turn Left             - F5
#      Turn Right            - F6
#      Turn Up               - F7
#      Turn 90 Left          - F8
#      Turn 90 Right         - F9
#
#   So basically, using those commands will make the scene react as if the
#  corresponding button had just been pressed.
#==============================================================================
# *** Input
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - trigger?, press?, repeat?
#==============================================================================

module Input
  class << self
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Frame Update
    #````````````````````````````````````````````````````````````````````````
    #  Updates tutorial as well if it exists. It does it in Input as all scenes
    # update Input every frame
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tutorials_update_9rt update unless self.method_defined? (:modalg_tutorials_update_9rt)
    def update
      $tutorial.update if $tutorial.active?
      # Run Original Method
      modalg_tutorials_update_9rt
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Trigger?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tut_frz_inpt_trig_dj5 trigger? unless self.method_defined? (:modalg_tut_frz_inpt_trig_dj5)
    def trigger? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_tut_frz_inpt_trig_dj5 (key)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Repeat?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_rpt_tutorial_upd_8fn repeat? unless self.method_defined? (:modalg_rpt_tutorial_upd_8fn)
    def repeat? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_rpt_tutorial_upd_8fn (key)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Press?
    #````````````````````````````````````````````````````````````````````````
    #  If Tutorial is running, freezes input and accepts only tutorial input
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias modalg_tut_prs_frz_inpt_9nfg press? unless self.method_defined? (:modalg_tut_prs_frz_inpt_9nfg)
    def press? (key)
      return $tutorial.button == key if $tutorial.active? && !$tutorial.upd_input
      # Run Original Method
      modalg_tut_prs_frz_inpt_9nfg (key)
    end
  end
end

#==============================================================================
# ** Tutorial Guide
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles the interpretation of the common event for a tutorial
#==============================================================================

class Game_TutorialGuide < Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Constant
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # STANDARD WAIT VARIABLE is the ID of the event variable that holds a
  #  standard wait between input commands. Basically, if this is set to 2,
  #  then Variable with ID 2 will control the wait between actions. So, if
  #  Variable with ID 2 is set to 4, then it will wait four frames before
  #  executing the next command in the common event
  STANDARD_WAIT_VARIABLE = 2
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super
    @wait_frames = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Control Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_122
    if @params[3] == 0 || @params[0] == STANDARD_WAIT_VARIABLE
      command_input (@params[4] + 1)
    else
      super
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Move Route
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_205
    @move_route = @params[1].list
    @moveroute_index = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Wait
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_230
    command_wait (@params[0])
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    # Wait
    if @wait_frames > 0
      @wait_frames -= 1
      return
    end
    # Execute Move Route Input
    unless @move_route.nil?
      loop do
        # Move on once move route exhausted
        if @moveroute_index >= (@move_route.size - 1)
          @move_route = nil
          @moveroute_index = 0
          break
        end
        # Execute Input command
        command_move (@move_route[@moveroute_index])
        @moveroute_index += 1
        return if @wait_frames > 0
      end
    end
    return false if @list.nil?
    return if !execute_command # Execute event command
    @index += 1  
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Input
  #    button_code : the key a button corresponds to.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_input (button_value)
    $tutorial.button = case button_value
    when 1 then Input::DOWN      # Cursor Down
    when 2 then Input::LEFT      # Cursor Left
    when 3 then Input::RIGHT     # Cursor Right
    when 4 then Input::UP        # Cursor Up
    when 5 then Input::A         # Press A
    when 6 then Input::B         # Press B
    when 7 then Input::C         # Press C
    when 8 then Input::X         # Press X
    when 9 then Input::Y         # Press Y
    when 10 then Input::Z        # Press Z
    when 11 then Input::L        # Press L
    when 12 then Input::R        # Press R
    when 13 then Input::SHIFT    # Press SHIFT
    when 14 then Input::CTRL     # Press CTRL
    when 15 then Input::ALT      # Press ALT
    when 16 then Input::F5       # Press F5
    when 17 then Input::F6       # Press F6
    when 18 then Input::F7       # Press F7
    when 19 then Input::F8       # Press F8
    when 20 then Input::F9       # Press F9
    end
    @wait_frames = $game_variables[STANDARD_WAIT_VARIABLE]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Move
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_move (command)
    command_input (command.code) if command.code < 15
    command_wait (command.parameters[0] - 1) if command.code == 15
    command_input (command.code - 1) if command.code.between? (16, 21)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Command Wait
  #    duration : the number of frames to wait
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_wait (duration)
    # Wait Frames - Subtract Standard wait frames tacked on by previous command
    @wait_frames = duration
  end
end

#==============================================================================
# ** Tutorial
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class basically interprets a common event and navigates a scene by the
# codes used in that common event
#==============================================================================

class Tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :upd_input
  attr_accessor :button
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    # Initialize variables
    @button = false
    @upd_input = false
    @active = false
    @tutorial_guide = Game_TutorialGuide.new
    @index = 0
    @wait_frames = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #    scene           : the scene to guide through
  #    common_event_id : the navigation common event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start (scene, common_event_id)
    # Get Common Event
    @tutorial_guide.setup ($data_common_events[common_event_id].list)
    # Initialize Scene
    $scene = scene.new
    @active = true
    # Initialize Message window here because uses $game variables.
    if @message_window.nil?
      @game_message = Game_Message.new
      @message_window = Window_Message.new
      @message_window.z = 210
    end
    # Reset Saved values
    if $scene.is_a? (Scene_Menu)
      $game_party.last_item_id = 0
      $game_party.last_actor_index = 0
      $game_party.last_target_index = 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if @real_game_message.nil?
      @real_game_message = $game_message
      $game_message = @game_message
    end
    @button = nil
    @upd_input = true
    @message_window.update
    @upd_input = false
    if $game_message.visible
      $game_message = @real_game_message
      @real_game_message = nil
      return
    end
    @active = false if @tutorial_guide.update == false
    $game_message = @real_game_message
    @real_game_message = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Active?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def active?
    return @active
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - start
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Database
  #``````````````````````````````````````````````````````````````````````````
  #  Initialize $tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_tutorial_scenes_ldb_init_nf4 load_database
  def load_database
    # Run Original Method
    modalg_tutorial_scenes_ldb_init_nf4
    # Initialize Tutorial
    $tutorial = Tutorial.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Battle Test Database
  #``````````````````````````````````````````````````````````````````````````
  #  Initialize $tutorial
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_tutrl_scn_lbtdb_ak42 load_bt_database
  def load_bt_database
    # Run Original Method
    modalg_tutrl_scn_lbtdb_ak42
    # Initialize Tutorial
    $tutorial = Tutorial.new
  end
end

Credit



Thanks


Support


Please post here for the swiftest repsonse

Known Compatibility Issues

May not work on some foreign scenes, or with some scripts that significantly alter the Input module or the way it is used.

Spoiler for KGC_TitleDirection:
Will cause a nil error upon starting the game. In order to fix it, paste the following code into its own slot in the Script Editor (F11), below both the TitleDirection and the Scene Tutorial scripts but still above Main.

Code: [Select]
#==============================================================================
#    TitleDirection + Scene Tutorial Compatibility Patch
#    Version: 1.0
#    Author: modern algebra
#    Date: February 24, 2010
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maba_tdstpatch_str_7uj1 start
  def start (*args)
    $tutorial = Tutorial.new # Initialize Tutorial early
    maba_tdstpatch_str_7uj1 (*args) # Run Original Method
  end
end

Spoiler for Rafidelis SceneLogo:
Causes an error upon startup. To fix, paste the following code into its own slot below the SceneLogo script in the editor:

Code: [Select]
#==============================================================================
#    RafLogo + Scene Tutorial Compatibility Patch
#    Version: 1.0
#    Author: modern algebra
#    Date: March 26, 2010
#==============================================================================

class Scene_Logo
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maba_raflogo_patch_st_9ki1 start
  def start (*args)
    $tutorial = Tutorial.new # Initialize Tutorial early
    maba_raflogo_patch_st_9ki1 (*args) # Run Original Method
  end
end

Demo


See Attached. Please note that the version of the script in the demo is subject to a stack error when F12 is pressed, so if you want to avoid that, get the script from this post and not the demo.

Author's Notes


Nothing too interesting to say. This script was fun to make however :)


Creative Commons License
This script by modern algebra is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 2.5 Canada License.
Title: Re: Scene Tutorial
Post by: Grafikal on October 11, 2008, 11:24:24 PM
Absolutely amazing! Thank you so much Modern. Very much worth the wait.  ;8
Title: Re: Scene Tutorial
Post by: Charbel on October 12, 2008, 03:41:24 AM
Nice work! Thank you very much modern algebra!  ;8 its very useful and fun :D
Thank you grafikal007 for the nice request  :)
Title: Re: Scene Tutorial
Post by: modern algebra on October 13, 2008, 07:52:45 PM
I'm glad you all like it. Tell me if you encounter any problems.
Title: Re: Scene Tutorial
Post by: 5p4rk13r on January 10, 2010, 05:55:07 PM
I apologize if this is a necropost or some such thing, but I have a compatibility error to report. It does not work with KGC_TitleDirection. Just thought I'd let you know.
Title: Re: Scene Tutorial
Post by: modern algebra on January 10, 2010, 06:05:22 PM
It doesn't work, or it crashes the game?

I would expect it not to work within a title screen, since it's not initialized yet and I don't know why you'd need a tutorial for a title screen anyway. But if it causes a bug and crashes the game, then I will fix it.
Title: Re: Scene Tutorial
Post by: krepta8 on February 25, 2010, 10:07:59 AM
I have experienced the same problem. It crashes the game at the splash logo with the error:

Script 'Scene Tutorial' line 129: NoMethodError occurred.
undefined method `active?' for nil:NilClass.


Both scripts work fine independently of each other. I hope this helps.
Title: Re: Scene Tutorial
Post by: modern algebra on February 25, 2010, 05:34:21 PM
Alright, paste this code into its own slot below both scripts in the Script Editor (F11), but still above Main:

Code: [Select]
#==============================================================================
#    TitleDirection + Scene Tutorial Compatibility Patch
#    Version: 1.0
#    Author: modern algebra
#    Date: February 24, 2010
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maba_tdstpatch_str_7uj1 start
  def start (*args)
    $tutorial = Tutorial.new # Initialize Tutorial early
    maba_tdstpatch_str_7uj1 (*args) # Run Original Method
  end
end
Title: Re: Scene Tutorial
Post by: krepta8 on February 26, 2010, 12:46:07 AM
Thanks, Modern Algebra. The patch works fine, except I had to disable KGC Map Lightening for it to work. With it enabled, the game would crash at start up. This is the error message I got:

Script 'KGC_MapLightening' line 184: NoMethodError occured.
undefined method `compact' for nil:NilClass.


I am not sure how other anti-lag scripts might be affected, but I thought you would want to know. Thanks again for you help.
Title: Re: Scene Tutorial
Post by: The Frontera on March 25, 2010, 02:48:28 PM
First of all, this script is really cool !  ;D

I have a problem...

When I start playing, the game crashes and I get this message:

Script 'Scene Tutorial' line 129: NoMethodError occurred.
undefined method `active?' for nil:NilClass.

I'm using Rafidelis Scene Logo v2.0 script.

You can find this script here > http://www.reinorpg.com/forum/index.php?topic=6350.0

Please, HELP ME !
Title: Re: Scene Tutorial
Post by: modern algebra on March 26, 2010, 11:37:23 AM
Try pasting this right below the logo script in the editor.:

Code: [Select]
#==============================================================================
#    RafLogo + Scene Tutorial Compatibility Patch
#    Version: 1.0
#    Author: modern algebra
#    Date: March 26, 2010
#==============================================================================

class Scene_Logo
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maba_raflogo_patch_st_9ki1 start
  def start (*args)
    $tutorial = Tutorial.new # Initialize Tutorial early
    maba_raflogo_patch_st_9ki1 (*args) # Run Original Method
  end
end
Title: Re: Scene Tutorial
Post by: The Frontera on March 26, 2010, 02:39:07 PM
THANKS !  Now it works !   ;D
Title: Re: Scene Tutorial
Post by: Countdown on December 16, 2010, 09:15:39 PM
It seems to not like your Full Status CMS? http://rmrk.net/index.php/topic,34500.0.html It calls the Menu but it doesn't do the common event, and I'm sure I've got it set up right.
Title: Re: Scene Tutorial
Post by: Duggypker on December 20, 2010, 06:27:01 PM
This is fascinating great work. I am a huge fan of all of your work <3
Title: Re: Scene Tutorial
Post by: modern algebra on December 21, 2010, 03:25:50 AM
Thanks; I'm glad you like it.

@DarkCodeZero - I can't think of any reason they wouldn't work together off the top of my head. Could you maybe recreate the error in a demo project and upload it for me to take a look?
Title: Re: Scene Tutorial
Post by: Countdown on December 21, 2010, 03:37:01 AM
Thanks Modern. But there is no error. It just doesn't go. It calls the menu, but the common event doesn't process even though I've checked and double checked to make sure it's the right one. I even re-downloaded the demo to see if I was doing something wrong. But I'm not...
Title: Re: Scene Tutorial
Post by: modern algebra on December 21, 2010, 04:30:09 AM
Well, all the same, send me the project and I will look into it.
Title: Re: Scene Tutorial
Post by: Gracie on December 21, 2010, 06:02:29 PM
I want to use this but I always seem to balk at how complex it seems. BUT IT'S SO COOL.


Will try it again later, great job algebra!
Title: Re: Scene Tutorial
Post by: Grafikal on December 21, 2010, 09:03:18 PM
Last I used it, it wasn't too complicated. It's just a little awkward to get a handle on what commands mean to move the cursor in certain directions at first. Otherwise it's exactly what I originally requested.
Title: Re: Scene Tutorial
Post by: Adrien on January 09, 2011, 12:50:23 AM
Heres a thought - excellent script by the way - What if I don't want to call a scene? what if I want to call said scene later? and I want to start off talking. Can I just go $tutorial.start (common event id) or leave it as it is $tutorial.start (scene, common event id) and just call the comment event id?
Title: Re: Scene Tutorial
Post by: modern algebra on January 09, 2011, 02:07:35 AM
You cannot, but why not do the talking first, before calling a tutorial?

Title: Re: Scene Tutorial
Post by: Adrien on January 09, 2011, 02:51:12 AM
They do. But I don't always do menu. For example I have a party changer script thats not in the menu because you can only access it when I say. so its called as such: $scene = Scene_PartyChanger.new I dont think I can just go $tutorial.start ($scene = Scene_PartyChanger.new, common event id) or $tutorial.start (Scene_PartyChanger.new, common event id) - Although I havent tested that.

Any thoughts on this?
Title: Re: Scene Tutorial
Post by: modern algebra on January 09, 2011, 03:10:52 AM
Code: [Select]
$tutorial.start (Scene_PartyChanger, common_event_id)
Title: Re: Scene Tutorial
Post by: Lunarea on March 05, 2011, 05:27:13 AM
Firstly, let me say thank you for the great script. I'm using it as a tutorial for menu and battles.

I have one tiny question. I'm not a scripter by any means, so I apologize in advance if my question is noobish or dumb. And I also hope I didn't post in the wrong spot...

I am currently working on a tutorial for the quest menu (using the Quest Journal (http://rmrk.net/index.php/topic,25533.0.html)) and I've noticed that the quest screen doesn't auto-update if script input  is used while on it. As I'd like to show the player how the text will look when an objective is completed or failed, I'm hoping there's a way to force the refresh so the change will happen while on the same screen.

Maps have the $game_map.refresh command. Is there an equivalent of this that I can use for the quest scene?

Thank you in advance.
Title: Re: Scene Tutorial
Post by: modern algebra on March 05, 2011, 01:02:53 PM
The question isn't dumb at all - by default there is no way as I hadn't really anticipated a need to update a quest while inside the scene. So to do it, you can try adding this in its own slot somewhere below the Quest Journal:

Code: [Select]
class Scene_Quest
  def refresh
    index = @list_window.index
    @list_window.refresh (@category_index)
    @list_window.index = index
    @info_window.refresh (@list_window.quest)
  end
end

Then, I think you should be able to use the code:

Code: [Select]
$scene.refresh

to do what you want.
Title: Re: Scene Tutorial
Post by: Lunarea on March 05, 2011, 07:25:07 PM
It works perfectly!

Thank you very much.  :)
Title: Re: Scene Tutorial
Post by: mustidie on July 17, 2011, 11:59:04 AM
This is great and all, but...every time I go to test my game, the title screen freezes. Any clue as to what the problem is?
Title: Re: Scene Tutorial
Post by: modern algebra on July 17, 2011, 12:39:46 PM
No, as that doesn't happen to me. It might be an incompatibility. Send me your project (or recreate the error in a new project and send me that) and I will take a look.
Title: Re: Scene Tutorial
Post by: andry5ury4 on February 13, 2012, 08:48:52 AM
I've got an error with your script the error is like this:

Script 'Scene_Tutorial' line 129: NoMethodError Occured.

Undenfined method ' active?' for nil:NilClass

How to fix it?  :-\
Title: Re: Scene Tutorial
Post by: modern algebra on February 13, 2012, 12:07:32 PM
Well, that error would happen is (a) you are using some script which overwrites parts of Scene_Title, in which case you need to switch the order of the scripts such that this one appears under that other script in the Script Editor; or (b) you are using some script which bypasses Scene_Title, in which case you would need to tell me what script that is.

Either way, it's a script incompatibility.
Title: Re: Scene Tutorial
Post by: thomasbradley on March 26, 2012, 09:58:56 AM
Do commands following a scene tutorial command usually wait for it to finish? Because I have a play SE command after my tutorial, and the audio played when the tutorial started. I bypassed this using switches, but I'm just wondering if there's another way.
Title: Re: Scene Tutorial
Post by: modern algebra on March 26, 2012, 11:06:47 AM
Put a wait command of 1 frame after the script call.
Title: Re: Scene Tutorial
Post by: Jhin on November 11, 2013, 06:58:02 PM
I think this is one of the most usefull scripts ever made.

Would it be possible to be ported to RMVX Ace?

Thank you.
Title: Re: Scene Tutorial
Post by: modern algebra on January 01, 2014, 06:18:51 PM
Maybe one day. It wasn't a very well-designed script though, so I'd probably just re-write it if I was doing it. I haven't been scripting recently though.

Sorry for the late response.
Title: Re: Scene Tutorial
Post by: Heretic86 on January 20, 2014, 01:12:23 AM
Timed Inputs may satisfy your needs for VXA.  Its part of a larger package, so some features like Timed Windows werent transferred over to VXA, but could probably be made to be compatible.