[VX] Scene Tutorial

Started by modern algebra, January 09, 2009, 07:48:39 pm

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modern algebra

January 09, 2009, 07:48:39 pm Last Edit: February 21, 2009, 05:42:44 am by shdwlink1993
Scene Tutorial
Authors: modern algebra
Version: 1.0
Type: Utility for Creating Tutorials in Scripted Scenes
Key Term: Misc System



Introduction

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 it has a steep learning curve, is still pretty intuitive and easy once you get a hang of it.



Screenshots

Spoiler: ShowHide




Demo

Demo


Script

Spoiler: ShowHide


#==============================================================================
#  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
    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



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.


Compatibility

May not work on some exotic scenes, or with some scripts that significantly alter the Input module or the way it is used.


Credits and Thanks


  • modern algebra



Author's Notes

Nothing too interesting to say. This script was fun to make however, so thank you to grafikal006 for the request.

Yin

You've probably been asked this before, but are you going to make an xp version of this? This would be very helpful to not only me, but to many people.
Newly formed MUGEN, RPG Maker, and BOR forum.
http://cavernofcreativity.com
Opening in September
My Partner in crime = TREXRELL

Pm6583

I was looking for one for the XP version and could not find one.

Would you be able to create an XP version
Centra Rise of Tiamut



In production.

Destiny's are created to be fulfilled, Just like proficies

modern algebra

I currently have no intentions to make an XP version. SOrry :(

Though, to be honest, I don't imagine it would require much changes. I will look into it tomorrow maybe and if it seems easy enough, I will do it.

Pm6583

Centra Rise of Tiamut



In production.

Destiny's are created to be fulfilled, Just like proficies