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Tenoukii

Tutorial Script

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Howdee :)

So a while back I found this script for VX:

http://forum.chaos-project.com/index.php/topic,2466.0.html

I haven't tried it in VX because I don't use VX (Because its awful) but from the description and screen shots it looks epic! I'm also scared to look at the actual script in case it's really complicated to set up. But, if somebody could translate/make this system for XP I would be eternally grateful! And also, if its beyond moderately hard to set up, a good detailed set of instructions would be amazing (or even a video ;) )

So yeah. Thanks XD

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Your in luck, I got it translated back in 2009 :alright: . Hold up I'll upload it soon.

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Here's the script:

 

#==============================================================================
# Scene Tutorial
# Version 1.0
# Author: modern algebra (rmrk.net)
# Date: September 15, 2008
# Modified by Jimmie for RMXP, 14 of August 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# 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
   def update
     $tutorial.update if $tutorial != nil && $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 != nil && $tutorial.active? && !$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 != nil && $tutorial.active? && !$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 != nil && $tutorial.active? && !$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 < 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 = 60
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Control Variable
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 def command_122
   if @parameters[3] == 0 || @parameters[0] == STANDARD_WAIT_VARIABLE 
     command_input (@parameters[4] + 1) 
   else
     super 
   end
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Set Move Route
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 def command_209
   @move_route = @parameters[1].list
   @moveroute_index = 0
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Wait
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 def command_106
   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 or Enter
     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, 1)
   # Initialize Scene
   $scene = scene.new
   @active = true
   # Initialize Message window here because uses $game variables.
   if @message_window.nil?
     @message_window = Window_Message.new
     @message_window.z = 210
   end
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Update
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 def update
   @button = nil
   @upd_input = true
   @message_window.update
   @upd_input = false
   if $game_temp.message_text != nil or @message_window.visible
     return
   end
   @active = false if @tutorial_guide.update == false
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Active?
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 def active?
   return @active
 end
end

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

class Scene_Title
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 # * Initialize
 #``````````````````````````````````````````````````````````````````````````
 # Initialize $tutorial
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 alias modalg_tutorial_scenes_ldb_init_nf4 initialize
 def initialize
   # Initialize Tutorial
   $tutorial = Tutorial.new
   # Run Original Method
   modalg_tutorial_scenes_ldb_init_nf4
 end
end

 

Now if you need any help with setting it up I can try and help as much I can since I have it set up in my game.

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I got it translated at Creation Asylum back in 2009, so google might not help very much.

http://www.creationasylum.net/forum/index.php?showtopic=26133

 

Even the thought of relying solo on a search engine sounds stupid.

Edited by bigace

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Yeah, I agree with that, Hectic. It'd be nice if Enterbrain could actually give you a choice of which Script type you want to use for a game, (A choice of VX's scripts and XP's scripts) . . . . . an option like that would revolutionise it I think.

Because then you can have reverse compatibility. ^^

At least, I think that's how it would work.

:sweatdrop:

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