Base
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A tutorial datum contains a set of instructions for a player tutorial, such as what to spawn, what's scripted to occur, and so on.
Vars | |
bottom_left_corner | Ref to the bottom-left corner tile of the tutorial room |
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category | What category the tutorial should be under |
completion_marked | If the tutorial has been completed. This doesn't need to be modified if you call end_tutorial() with a param of TRUE |
desc | A short 1-2 sentence description of the tutorial itself |
icon_state | What the tutorial's icon in the UI should look like |
name | What the tutorial is called, is player facing |
parent_path | What is the parent path of this, to exclude from the tutorial menu |
player_bind_dict | A dictionary of "bind_name" : "keybind_button". The inverse of key_bindings on a client's prefs |
required_tutorial | The tutorial_id of what tutorial has to be completed before being able to do this tutorial |
reservation | Ref to the turf reservation for this tutorial |
tracking_atoms | A dict of type:atom ref for some important junk that should be trackable |
tutorial_ending | If the tutorial will be ending soon |
tutorial_id | Internal ID of the tutorial, kept for save files. Format is "tutorialtype_specifictutorial_number". So, the first basic xeno tutorial would be "xeno_basic_1", and the 2nd marine medical tutorial would be "marine_medical_2" |
tutorial_mob | Ref to the player who is doing the tutorial |
tutorial_template | What map template should be used for the tutorial |
Procs | |
abort_tutorial | Something went very, very wrong during load so let's abort |
end_tutorial | The proc used to end and clean up the tutorial |
generate_binds | Generate a dictionary of button : action for use of referencing what keys to press |
init_map | Initialize any objects that need to be in the tutorial area from the beginning. |
init_mob | Initialize the tutorial mob. |
loc_from_corner | Returns a turf offset by offset_x (left-to-right) and offset_y (up-to-down) |
mark_completed | When called, will make anything that ends the tutorial mark it as completed. Does not need to be called if end_tutorial(TRUE) is called instead |
message_to_player | Broadcast a message to the player's screen |
on_ghost | Handle the player ghosting out |
on_logout | Called whenever the tutorial_mob logs out |
retrieve_bind | Getter for player_bind_dict. Provide an action name like "North" or "quick_equip" |
signal_end_tutorial | A wrapper for signals to call end_tutorial() |
start_tutorial | The proc to begin doing everything related to the tutorial |
tutorial_end_in | Ends the tutorial after a certain amount of time. |
update_objective | Updates a player's objective in their status tab |
verify_template_loaded | Verify the template loaded fully and without error. |
Var Details
bottom_left_corner
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Ref to the bottom-left corner tile of the tutorial room
category
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What category the tutorial should be under
completion_marked
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If the tutorial has been completed. This doesn't need to be modified if you call end_tutorial() with a param of TRUE
desc
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A short 1-2 sentence description of the tutorial itself
icon_state
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What the tutorial's icon in the UI should look like
name
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What the tutorial is called, is player facing
parent_path
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What is the parent path of this, to exclude from the tutorial menu
player_bind_dict
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A dictionary of "bind_name" : "keybind_button". The inverse of key_bindings
on a client's prefs
required_tutorial
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The tutorial_id of what tutorial has to be completed before being able to do this tutorial
reservation
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Ref to the turf reservation for this tutorial
tracking_atoms
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A dict of type:atom ref for some important junk that should be trackable
tutorial_ending
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If the tutorial will be ending soon
tutorial_id
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Internal ID of the tutorial, kept for save files. Format is "tutorialtype_specifictutorial_number". So, the first basic xeno tutorial would be "xeno_basic_1", and the 2nd marine medical tutorial would be "marine_medical_2"
tutorial_mob
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Ref to the player who is doing the tutorial
tutorial_template
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What map template should be used for the tutorial
Proc Details
abort_tutorial
Something went very, very wrong during load so let's abort
end_tutorial
The proc used to end and clean up the tutorial
generate_binds
Generate a dictionary of button : action for use of referencing what keys to press
init_map
Initialize any objects that need to be in the tutorial area from the beginning.
init_mob
Initialize the tutorial mob.
loc_from_corner
Returns a turf offset by offset_x (left-to-right) and offset_y (up-to-down)
mark_completed
When called, will make anything that ends the tutorial mark it as completed. Does not need to be called if end_tutorial(TRUE) is called instead
message_to_player
Broadcast a message to the player's screen
on_ghost
Handle the player ghosting out
on_logout
Called whenever the tutorial_mob logs out
retrieve_bind
Getter for player_bind_dict. Provide an action name like "North" or "quick_equip"
signal_end_tutorial
A wrapper for signals to call end_tutorial()
start_tutorial
The proc to begin doing everything related to the tutorial
tutorial_end_in
Ends the tutorial after a certain amount of time.
update_objective
Updates a player's objective in their status tab
verify_template_loaded
Verify the template loaded fully and without error.