MonTamer Maker Documentation - Cutscenes

Creating a Cutscene

To create a cutscene in MonTamer Maker, you need to place an obj_cutscene_trigger object in the world. When a player walks over this object, a check is triggered.

Cutscene Trigger Conditions

Each obj_cutscene_trigger has the following instance variables that determine when the cutscene is executed:

These are the main parts of the obj_cutscene_trigger and all you need to worry about for now. To view these, simply drag a obj_cutscene_trigger into a room, double click it, and then click on "variables". We'll go over the other options later

Cutscene Script Structure

A cutscene script is essentially a list of pre-made functions that users can call to build their own scenes. These functions take various arguments like text, coordinates, and other values to customize cutscenes.

Example Cutscene Script

Below is an example of a full cutscene script:

How to Make your First Cutscene

Here's how the whole process would look after you're finished:

Explanation of Commands used

Here where I've placed this purple comment is where you'll put all of your cutscene functions, the parts that make up your talking and moving characters. Let's take another look at the scene_intro cutscene, and what cutscene function were used to make it.

Important: Notice how all of the functions are surrounded by an "A()" bracket? This is a macro that we use to store all the data about your cutscene and compile into a list which we later use to run your cutscene. This macro is a separate function we built, that helps us run all the parts of the cutscene in chronological order, with waiting periods in between each event (for example when you use functions like wait_input, wait, and so on).

This means, any data NOT properly stored in an "A()" bracket will be executed instantly upon stepping on the cutscene trigger.

When building a cutscene, make sure to use "A()", put the name of your script first, and the arguments after that.


Customization

MonTamer Maker allows users to modify cutscenes by:

You can find a full list of the possible cutscene functions by opening up the "cutscene_functions" script, which is right below "cutscenes" in the same folder. Each function has an explanation of what it does, argument descriptions to tell you what to put where (i.e. "text" would mean you should write a message, like "hello world!"), and the code that makes the function work. 

We don't recommend modifying any of the code unless you know exactly what you're doing, and instead, just using the pre-built functions and putting in your arguments as needed.