Scene Tutorial VX ACE

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Started by TinyMine 18 posts View original ↗
  1. 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

    Spoiler
    #==============================================================================#  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

    Scene Tutorial Demo.zip
  2. Im sure it is really nice :D Waiting for the Demo :p :D
  3. Demo is out. Hope it will help! Looking forward to feedback. Cheers.
  4. Terms of use are missing. Can it be used in commercial games? Is there a fee?
  5. Oh yes you are right Shaz. Thanks for that. Edited in topic!
  6. This is awesome.

    I suggest you to add the Terms into the script (with credits incuded)

    and update also the demo.

    Wow! This is really nice!
  7. That is really nice :D Great Job, and i like your Demo :p
  8. Is there a way to call the scene by a script call? Like I am using Venka's Crafting script, and Scene_Crafting will not really work,

    I would need to call it like this for example.:

    start_tutorial(craft(1), 1, true)
  9. Try this:


    In this script, search for this line:

    Code:
    SceneManager.call(scene)
    Just below this line, add this:
    Code:
    SceneManager.scene.prepare(craft_type) if scene.to_s == "Scene_Crafting"
    Replace 'craft_type' with the ID of the craft type you want for your tutorial scene.
  10. Thanks Sixth! 

    Once again you helped me. Worked like a charm!
  11. I just to let the palyer know how to attack and I'm not able to do it.

    How should I do it?

    This is what I tried

    Case 1:

    Script call: start_tutorial(Scene_Battle, 1, false)

    Error: No implicit conversion from nil to integer; I assume there's no troop to battle.

    Case 2:

    Script call: start_tutorial(Scene_Map, 1, false)

    Common Event id 1:

    Battle: Lime x 3

    Message: This is a mob! Select FIGHT to attack!

    Error: Only shows the messages, and no selection command promps...

    Don't know how to achieve it...
  12. Bump!

    Any help here would be thanked
  13. The demo file is corrupt, or it doesn't work for me. Can the demo be fixed or the code reformatted as I can never get these one liners to work.
  14. It's possible re-upload the demo?
    The file is corrupt..
  15. Can someone correct the code? I tried to fix it

    But there seems to be an error in line 133. 'Bet there is a lot more since I don't know anything about scripting.
  16. I got the script to work with no errors but I'm not sure how to make the scene work. And it has memory leaks, 6 of them. 5 from window message, 1 in the script.
    MA - Tutorial
    Code:
    #==============================================================================
    #  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 
      end
    #~   end
    end
    #==============================================================================
    # *** 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 
      end
    end
    #==============================================================================
    # ** 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 
      end
    end
  17. I took a look at the VX original version and there was a command variable to use the keys. However now the only thing it can do is to display a message in menu. When it's a battle scene it gaves off an error in Game_Troops and indeed it gave one from Window_Message too. What a shame
  18. The poster hasn't been around in over a year. I'm going to lock this thread as it appears they are gone and the original files are gone and/or don't work.

    This thread is locked as the script files are either missing or corrupted. If you wish to resupport this script, please report this post and we will reopen it