Scene Tutorial
VX Ace version of an old script from MA from VX
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.
Background:
In our german forums people asked about a VX Ace version of this script. So I asked MA if this would be ok and if it would be alright if I post it in the web for the whole audition. And there it is...
For the ones who used this script:
I changed quite a bit. So I added a new feature which is explained as a part of MAs original Instructions.
Also the call for the script changed but all is written in the script itself.
Script
#==============================================================================# Scene Tutorial# Version 1.0# Original Author: modern algebra (rmrk.net)# Date: September 15, 2008#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Scene Tutorial to VX ACE# Version 1.1# Author: TinyMine (rpgmaker-vx-ace.de)# Date: 15.06.2014#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# 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:## start_tutorial(scene, common_id, return_scene)## 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. Return_scene however is the true or false - true for returning# to last scene when tutorial was called and false for staying in the scene,# when tutorial is finished. 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 - update, trigger?, press?, repeat?#============================================================================== module Input class << self #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Frame Update #```````````````````````````````````````````````````````````````````````` # Reset the Button if Input.update was not called from default scene update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_tutorials_update_9rt update unless self.method_defined? (:modalg_tutorials_update_9rt) def update if $tutorial.active? && caller[0][/`([^']*)'/, 1] != "update_basic" $tutorial.button = false end # 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) if $tutorial.active? && !$tutorial.upd_input return $tutorial.button == key end # 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) if $tutorial.active? && !$tutorial.upd_input return $tutorial.button == key end # 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) if $tutorial.active? && !$tutorial.upd_input return $tutorial.button == key end # Run Original Method modalg_tut_prs_frz_inpt_9nfg (key) end endend #==============================================================================# *** Scene_Base#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# aliased method - update_basic#==============================================================================class Scene_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Frame Update #```````````````````````````````````````````````````````````````````````` # Updates tutorial as well if it exists. Update along with scenes to sync #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias_method :modalg_tut_upd_sce_base_3837 ,:update_basic def update_basic modalg_tut_upd_sce_base_3837 $tutorial.update if $tutorial.active? end end#==============================================================================# ** Game_Interpreter#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# new method: start_tutorial#============================================================================== class Game_Interpreter def start_tutorial(scene, common_id, return_scene) $tutorial.start(scene,common_id, return_scene) # Execute hack command to avoid fiber resuming in new scene wait(1) 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 = 97 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize @wait_frames = 0 super end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Execute Fiber #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def run wait_for_transition super 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 while @move_route[@moveroute_index] # Execute Input command command_move (@move_route[@moveroute_index]) @moveroute_index += 1 Fiber.yield end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Frame Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update return unless Graphics.brightness == 255 if @wait_frames > 0 @wait_frames -= 1 return end super return false unless @fiber 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], 1].max 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 def wait_for_transition Fiber.yield until Graphics.brightness == 255 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 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Start # scene : the scene to guide through # common_event_id : the navigation common event #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def start (scene, common_event_id, return_last) @tutorial_guide.setup ($data_common_events[common_event_id].list) if !!return_last == return_last return_last ? @old_scene = SceneManager.scene.class : @old_scene = nil else defined?(return_last) ? @old_scene = return_last : @old_scene = nil end Window_MenuCommand::init_command_position # if Scene_Menu SceneManager.call(scene) # Get Common Event @active = true @message_window = Window_Message.new if @message_window.nil? @message_window.z = 500 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update @button = false # Deactivate Input update and Tutorial update while message is active @upd_input = true @active = false @message_window.update # Reactivate Input update and Tutorial update when message is done @upd_input = false @active = true if $game_message.visible return end if @tutorial_guide.update == false @active = false SceneManager.call(@old_scene) unless @old_scene.nil? end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Active? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def active? return @active endend #==============================================================================# ** DataManager#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++# Summary of Changes:# aliased methods - load_normal_database, load_battle_test_database#============================================================================== module DataManager #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Load Database #`````````````````````````````````````````````````````````````````````````` # Initialize $tutorial #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class << self alias modalg_tutorial_scenes_ldb_init_nf4 load_normal_database alias modalg_tutrl_scn_lbtdb_ak42 load_battle_test_database end def self.load_normal_database # Run Original Method modalg_tutorial_scenes_ldb_init_nf4 # Initialize Tutorial $tutorial = Tutorial.new end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Load Battle Test Database #`````````````````````````````````````````````````````````````````````````` # Initialize $tutorial #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def self.load_battle_test_database # Run Original Method modalg_tutrl_scn_lbtdb_ak42 # Initialize Tutorial $tutorial = Tutorial.new endend
Terms of Use:
Credits to ModernAlgebra and TinyMine.
Free for non-commercial and commercial use.
Thanks to:
- MA for letting me do this
- Puma for the suggestion
Update:
- 1.1 VX ACE Port
Known Issues:
-
Planned Features : Let me Know
- Demo is planned released