Hello there!!
First of all I wanna apologize becaused I didn't find the original post about this script, also this is the reason I posted it here.
I think that this is one of the most interesting scripts ever made. It allows you to control manually the character or cursor, instead on the menu and battles!!
I would love to see this script beeing ported to RGSS3, I think it's one of the basics!
Original Scripter: Modern Algebra.
[spoiler]
#==============================================================================
# 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)
#0
# 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
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?
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?
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?
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
[/spoiler]
Thanks for your efforts!!
I will put it on my to do list.
Wooo!
Thanks! I will be waiting it!
Regards,
Bump
Still waitng for this request.
I know you're busy, but this is a core script for my project. Only waiting for the confirmation you didn't forget it :p
Thantks
The one thing you will have to remember is that MA is often quite busy and when it goes onto the "To do" list, it's not necessarily meaning it'll be on high (or even low) priority. Considering the time gap between the request and the bump, I'd be tempted to say it probably got sidetracked by many more important things.
That said, and with the same level of caution, as I am looking to get back into scripting having been unable to do much (though I've plenty of ideas now due to that), I will take a look at it myself and see if there's anything I can do to port it over to RGSS3. It may end up being a sloppy port, though, to get you something that you can use.
No promises, and no time frame on completion, I'm afraid.
I was thinking the same thing a few weeks ago, a lot of people want ports of modern algebra scripts and he seems to be a very busy person. I wouldn't mind having a go at porting some of his other wanted scripts as well with his permission.