Tenoukii 0 Report post Posted October 28, 2011 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 Share this post Link to post Share on other sites
Bigace360 38 Report post Posted October 29, 2011 Your in luck, I got it translated back in 2009 :alright: . Hold up I'll upload it soon. Share this post Link to post Share on other sites
Bigace360 38 Report post Posted October 29, 2011 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. 1 Kiriashi reacted to this Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 29, 2011 Awesome find bigace. Guess my googling skills are subpar. :3 Share this post Link to post Share on other sites
Bigace360 38 Report post Posted October 29, 2011 (edited) 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 October 29, 2011 by bigace Share this post Link to post Share on other sites
Heretic86 25 Report post Posted October 29, 2011 I wish we could translate some of the other scripts from VX back to XP... Share this post Link to post Share on other sites
GrimmHallows 17 Report post Posted October 29, 2011 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: Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted October 30, 2011 =D Thankyouuu XD I've been trying to figure out how to do tutorials for ages (: Share this post Link to post Share on other sites