Scene Tutorial Version: 1.0 Author: modern algebra Date: October 11, 2008 Version History
<Version 1.0> 10.11.2008 Original Release 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
Create tutorials for your complicated scenes so that nobody is left without guidance. Full control over input to the scene allows you to cover any of the features of your scene inside the scene itself. Allows for the use of a number of event commands within the scene you are giving the tutorial, including, but not limited to, Show Text, Show Choics, Conditional Branch, and more. Creating these tutorials, while not very easy, is still pretty intuitive and quick to get a grasp on. Screenshots 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
#============================================================================== # 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
grafikal007 for the request 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.
#============================================================================== # 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:
#============================================================================== # 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
This script by
modern algebra is licensed under a
Creative Commons Attribution-Non-Commercial-Share Alike 2.5 Canada License .