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Shadowmaster9000 last won the day on October 8 2018
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57 ✦About Shadowmaster9000

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Harbringer of Darkness
- Birthday 05/05/1990
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Jack of All Trades
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Adding a "Bestiary" option in the pre-battle menu
Shadowmaster9000 replied to C.W. Plainview's topic in Programming
XD Ah well never mind. I have made my own version with some more features/functions if in case you still want to load the Bestiary directly from an item rather than the party command menu: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryBattleAddOn.txt Although if you want to use that one, you'll also need to use the latest version of the Bestiary I've just uploaded (3.7), because I had to update the original Bestiary to solve a display issue for when pop-ups appear in battle. Version 3.7: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-7.txt- 3 replies
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- script call
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Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
:\ Oh dear, as I've said before I've had difficulty in understanding the inner workings of that script so I'm afraid I can't solve your issues for now. But on the bright side, I've made a new add-on that allows you to view the Bestiary while in battle! Either as a party command and/or an actor command. There's quite a few features you can customise with this add-on. View Bestiary in Battle: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryBattleAddOn.txt However, since I needed to update the original Bestiary script for the add-on to function properly, you'll need the latest version of Fantasy Bestiary which you can get below: Version 3.7: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-7.txt -
Adding a "Bestiary" option in the pre-battle menu
Shadowmaster9000 replied to C.W. Plainview's topic in Programming
I actually might be able to update the script for you to allow opening the Bestiary from an item/skill in another scene without interrupting anything. But it might take me a couple of days to make because I'm really busy at the moment.- 3 replies
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Custom Collapse Effects
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
No prob. The order that the scripts are put in can have a major effect on how they run. This is because of two things: 1) Certain scripts may completely overwrite default methods that some other scripts aliases. It's best to put these scripts at the top. 2) Multiple scripts may aliases the same methods, the order that these scripts are put in can also affect how they run. My script doesn't overwrite any default methods but it does contain a lot of aliases, which is why this script usually works best when it's lower down in the script list. Unless if you know if a group of scripts aliases the same methods or not, it's usually trial and error figuring out which order to put the scripts in. -
Custom Collapse Effects
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
I'd try Yanfly command party add-on first, seems like something that could cause such a glitch. If not, try all of the battle related scripts next. (leave Yanfly Core and Battle Engine last, I highly doubt they're the culprit but it could be what settings have been set for them or even which version you're using of them.) -
Custom Collapse Effects
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
I know why this script is incompatible, somewhere it's overwritten the original collapse coding and has its own collapsing code (my custom collapse uses a modified version of the original collapse coding). I'll try to make a compatibility patch if I can but but I can't promise I can definitely get it to work. (I've still yet to figure out where the original collapse code gets overwritten in MOG Hunter Battler Motion.) I use a lot of Yanfly scripts too. Are you using any Visual Battler scripts? And if so, which ones are you currently using? Also is it my custom collapse script that is making the battle test run 2 battles or is it another script that's doing that? -
Custom Collapse Effects
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
Yes it's very possible, because I've just made a new update that allows you to fade out sounds played for the custom collapse. XD http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-6.txt However, the fade sound notetag only affects sounds played from the collapse sound notetag and doesn't affect sounds played from animations with the collapse animation notetag (I don't think fading out sounds played from battle animations would be possible without overwriting most of the default code used for playing battle animations). -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
Check to see if any other scripts are clashing with the Bestiary, because the names show up just fine in a blank project. -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
Okay back to your first problem, have you by any chance set Alternate_IDs in the script to true? Because if you have, if you have not been using the <alt id: n> notetag for all of your enemies, that's probably why they keep appearing as the first enemy. -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
I don't understand your first problem, you'll need to give me more information. (Are all entries appearing as 001. Lobo or just the first entry?) As for your second problem, reason it happens is because the spacing between each entry was changed to not make it look too spacious (the font size was decreased so I could fit more entries onto the viewport). I can't patch in smooth cursor smoothing with that current layout sorry because while I've used RPG Maker Source's scripts before, I've had difficulty understanding the code. The best I could probably do for you is reset the font size and spacing for that list, but that might take me a few weeks to make that patch. -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
Ah, that was it exactly! I started a new game and it worked fine! So, does this mean every time I add a reveal_enemy call, I won't be able to test it with an existing save? Or do I just need a save created after I added the Bestiary script? I think after starting a new save with the Bestiary added, you should be fine using the reveal_enemy script call after adding a new enemy. I've added failsafes just to make sure newly added enemies doesn't crash the game. -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
Did the crash happen when you was trying to load up a previous save file? If so that's the problem. It doesn't work with old save files sadly. -
Fantasy Bestiary
Shadowmaster9000 replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
No it's not possible without some scripting knowledge, that's why I've made this new Scan Skill Add-On to make things easier. http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryScanAddOn.txt Admittedly it's rather barebones though, the only current features are adding chances of a successful scan for both skills/items and enemies. Let me know if there's any scan related features you want and I'll see if I can get them in. -
Items with Skills, but not Teaching Skills?
Shadowmaster9000 replied to Emnesia's topic in Programming
I use the feature very often in my own game. I know for sure the skill only stays as long as that character has that weapon/armor attached to them. I'd recommend trying the function out in a blank project so you definitely know if it works the way you want it to or not. -
Items with Skills, but not Teaching Skills?
Shadowmaster9000 replied to Emnesia's topic in Programming
By default, you can already add skills in a weapon or armor's feature list, and any actors will only be able to use those skills when they have those weapons or armor equipped. But for weapon/armor durability sadly you will need a script for that one, and you'll likely need to modify said script as well because I assume most durability scripts will completely break said items when they lose all durability rather than just disabling the use of any skills attached to them.


