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It was because I forgot to include a bug fix from the previous version of the Bestiary. I've updated the current version with the bug fix now, but I didn't feel like including any new functionality updates this time around, too busy working on other stuff. >___>

 

Also it was a good thing you pm'd me, I would of never noticed you edited your post until I actually made the next update. XD

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Awesome, it works absolutely perfectly now - even the music :)

 

Sorry again for any trouble I caused you ^^;

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Hello,

 

really love that idea but before using I need to know: Is it possible to restrict the shown data on stuff like:

Ammount of defeat, drops only if the item actually dropped. Marking some drops as "hidden" and not being shown in the list ?

 

So for example, that the HP are only shown after 20 kills, Money and Exp after 1 kill, rest of from top to bottom like every 5 kills after 20th ?

 

Maybe a bit complicate written but I guess my question is still understandable :)

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I am using your script in conjunction with holder battlers and Symphony.

 

Is there a way to remove the automatic loading of monster sprites (I use a dot and i don't want it to appear), and maybe add a notetag to load a custom picture?

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I am using your script in conjunction with holder battlers and Symphony.

 

Is there a way to remove the automatic loading of monster sprites (I use a dot and i don't want it to appear), and maybe add a notetag to load a custom picture?

 

Bump  :)

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This is an awesome script, I'll definitely. If I might make a suggestion, make it possible to make an extended description page instead of all those stats, like the FFXII bestiary. That'd be even more awesome!

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Apologies for the long wait but I've finally updated the Bestiary again, this time focusing on extra enemy image and battleback functions and features.

 

http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV1-5.txt

 

New Features

  • Added extra compatibility with Yami's Battle Engine Symphony, where the Bestiary can detect any holders battlers notetags and uses that image in the Bestiary instead.
  • If you don't want to use the enemy image from holders battlers or the normal enemy image in the database, you can use the <bestiary image: "string"> notetag to specify a different image for the enemy.
  • A <mirror bestiary image> notetag that lets you mirror the enemy's image in the Bestiary.
  • An option to let the battleback expand across the entire screen behind the other windows.
  • I've also swapped the places of some of the categories for better organization when I come to do the next batch of updates.

 

For the next batch of updates I'm hoping to focus more on easy category and status page manipulation while giving the choice of adding a couple more pages.

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Thanks a lot, this was truly a big update to an already great script.

For the next batch of updates, how about adding an option to mirror all sprites loaded in the bestiary (true or false for this option), or all the sprites loaded through symphony notetags. The <mirror bestiary image> shall still work.

This is because almost 100% of symphony users uses the monsters facing to the right in battles (mirrored).

 

Edit: Another minor feature would be to automatic calculate the % of completion, based on the number of entries in the monster database minus the enemies with the notetag <hide from bestiary>. I am almost sure that moghunter did something like it, but again, this is another minor feature to make the script a bit more automatized, unfortunatelly nothing to expand over its functions.

Edited by Nosleinad

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A new update that's come sooner than I expected. Sadly this one isn't focused on more status page manipulation like I promised, this one focuses more on icon implementation and a second completion tracker.

 

Version 2.0: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV2-0.txt

 

New Features

  • New global mirror feature that allows you to mirror all enemy images in the Bestiary without having to give a notetag for each enemy. You can still use the <mirror bestiary image> notetag to reverse these effects for specific enemies.
  • Enemy images from Battle Engine Symphony Holders Battlers are now automatically mirrored, and I've also added a <bestiary holders pose: n1 n2> notetag that lets you choose what pose you would like the enemy to be in.
  • A second completion tracker can now be easily added in, with all of the options available for the first Completion tracker. Completion variables now also work while a Completion tracker's value isn't displayed as a percentage. You can now rename both Completion trackers to whatever you like.
  • Can now display icons for each individual enemy, which is displayed next to the enemy's name in both of the listings. You can set an icon for enemies using the <bestiary icon: n> notetag, or using the script call change_bestiary_icon(enemy id, index) which allows you to change an enemy's icon mid-play.
  • An enemy's level can now also be changed mid-play using the script call change_enemy_level(enemy id, level).
  • You now have the option of displaying icons next to the names of an enemy's droppable items.
  • Can now set icons to appear next to the names of specific category titles.
  • You can now insert icons into the strings used for category areas using \I[n].

I promise the next update will contain more status page manipulation like I previously promised.

 

Edit: Another minor feature would be to automatic calculate the % of completion, based on the number of entries in the monster database minus the enemies with the notetag <hide from bestiary>. I am almost sure that moghunter did something like it, but again, this is another minor feature to make the script a bit more automatized, unfortunatelly nothing to expand over its functions.

 

The Bestiary's Completion Tracker should already ignore any enemies that are hidden, including those that are hidden using the <hide from bestiary> notetag. But if you believe there's a bug, I'll take another look into it.

 

Can you put exclusive categories ? Plz  :D 
Like Sub-Boses, Characters, Mythic/Rare Creatures, Boses.  :rolleyes:

 

I'll be honest that sounds like it's going to be incredibly tricky to implement due to how the Bestiary is structured. If I do ever decide to add that it's going to be one of the last things I'll attempt to add. Apologies in advance.

Edited by Shadowmaster9000

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1: Please allow for custom text color for the headers like "Resistance", "Weakness", etc.

2: When using an icon for a string, it adds a space, but there's no space on the drop items. This looks really odd.

 

Great update, regardless. Keep it up!

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1: Please allow for custom text color for the headers like "Resistance", "Weakness", etc.

2: When using an icon for a string, it adds a space, but there's no space on the drop items. This looks really odd.

 

Great update, regardless. Keep it up!

 

Thanks, and I agree having no space between the drop icon and drop name does look odd. But for some reason I didn't want to simply offset the drop name's x position because I wanted the spacing to be the same as the spacing used in the font size. Then realized I could of just added " " + before the drop name instead. XD

 

I've quickly updated the script so now there will be a space between the drop icon and drop name. I haven't included the option to change the text color yet for this quick update but I'll try including it in the next update.

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Whoa, what fast upgrades you did, and also listening to the community ideas  :D .

 

I will try to help with some bug reporting:

 

When i try to access the bestiary, it gives this error message:

 

Script (name) line 838: NoMethodError occurred.

 

Undefined methos for `[]' for nil:NilClass

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Whoa, what fast upgrades you did, and also listening to the community ideas  :D .

 

I will try to help with some bug reporting:

 

When i try to access the bestiary, it gives this error message:

 

Script (name) line 838: NoMethodError occurred.

 

Undefined methos for `[]' for nil:NilClass

 

I actually know why that happened. It's because version V2.0 makes changes to the initialization method of the class $game_party. $game_party is where I'm now storing each enemy's level and icon so if the player wants to change it, the game will remember the changes when they close and reboot the game. Even though you're just simply trying to change an enemy's icon mid-play, the method is trying to access data which for that save file does not exist.

 

Sadly this does mean that old save files will no longer be compatible with version V2.0. All I can recommend is start testing out the Bestiary with brand new save files.

 

Next time I'll try to remember to notify anyone if their old save files will become incompatible with the newest version whenever I post the update.

Edited by Shadowmaster9000

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Suggestion: Have "locked" enemies show up on the Bestiary list in the color used for things that are non-usable (like how items are greyed out).

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I'm s0rry if this is a stupid questi0n, but h0w d0 y0u get the weaknesses, resistances, types, and l0cati0n t0 w0rk.

I typed in:

<l0cati0n: Zipangu>

and it just appears as N0ne

p.s the 0 butt0n 0n my c0mputer is br0ken. i c0py and paste 0s n0rmally, but i can't here f0r s0me reas0n. s0 just replace 0s with the letter instead.

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I'm s0rry if this is a stupid questi0n, but h0w d0 y0u get the weaknesses, resistances, types, and l0cati0n t0 w0rk.

I typed in:

<l0cati0n: Zipangu>

and it just appears as N0ne

p.s the 0 butt0n 0n my c0mputer is br0ken. i c0py and paste 0s n0rmally, but i can't here f0r s0me reas0n. s0 just replace 0s with the letter instead.

There was another thread which discussed about the paste option not being functional.  Their conclusion was that it has something to do with your web browser.  Are you, by any chance, also using Internet Exploder?

 

I apologize for going off the topic.

Edited by orathan

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I may have missed how to do this in the discussion and after looking through the script (newbie rpg maker), is there a way to have an event call up the completion_variable as is? I know you can make your own variable that is shown instead in the bestiary, but I just want to take the percentage shown in the bestiary and apply it to an event.

 

Like after killing one out of thirty enemies listed the bestiary says 3% complete. I'd like to be able to use that 3% as a variable to be called on later.

 

Thank you for your help everyone, this is a great script and I maybe trying to squeeze the info the wrong way.

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It may be me being stupid, but can I change how many lines there are available for writing a description? I have set any other information to "not showing" besides location.

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Making the number of lines adjustable for each category is something I hope to achieve in the next update whenever I can get around to it.

Edited by Shadowmaster9000

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Greetings.  To start out, I want to say that I absolutely love your Fantasy Bestiary.  It is far and away the best Bestiary Script I've seen.  I do have a couple comments/questions, however:

 

First, I have to agree with Barshak's earlier suggestion of adding a way to export our completion count to a variable.  I am using Yanfly's Ace Save Engine script, and it allows you to assign a stat/variable to show on the save data screen.  I was hoping to list the completion of the bestiary as one of the stats displayed.

 

Second, is there any way to get the Bestiary to work with Yanfly's New Game+ script?  I'm trying to have a universal book that fills across all playthroughs, but as it stands right now, the Bestiary is completely wiped out when starting a New Game+...

 

Anyway, that's all I had to say.  Thanks again for the wonderful script and your support.

 

 

Edit: Added links.

Edited by Apostrophe

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I might have to convert all my bestiary info because this one works so nice, but the only drawback is then I'd have to get another quest tracking script as well.

 

Either way, this script is shaping up and looking very very slick, great job on it.

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