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Okay I have some good news, all of my scripts are back online now.

 

Bad news is I haven't done any updates since then. =P Don't worry I still plan on adding new features to the Bestiary and my other scripts but I've been busy doing other things (like getting my website back online).

 

Well, I'm glad to hear you still plan to add new features to the Bestiary.  The New Game+ compatibility script is really the only thing stopping me from releasing my game at this point, so hopefully that feature won't be too difficult to add.  :)

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Is it possible to make the enemy list in 2 columns? Because if the name is too short, or more like, all names you choose are short, there is alot of empty space.

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So first and foremost I should probably mention I'm not amazing at scripting so excuse me if I'm missing something totally obvious.

 

Anyways I'm trying to set the Battle BGM to play during the bestiary or at least when viewing the entries and I just... can't... figure it out ewe.... I managed to do the custom BGM switch in a few of the monster's notes but when I exit the entry it says "Script 'Bestiary' line 2083: NoMethodError occured. undefined method `bestiary bgm' for nil:NilClass"

 

I feel like there's something really obvious I'm not doing but as I've said; crap at scripting. If I can just get an idea of what I'm doing wrong I can probably figure it out.

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So first and foremost I should probably mention I'm not amazing at scripting so excuse me if I'm missing something totally obvious.

 

Anyways I'm trying to set the Battle BGM to play during the bestiary or at least when viewing the entries and I just... can't... figure it out ewe.... I managed to do the custom BGM switch in a few of the monster's notes but when I exit the entry it says "Script 'Bestiary' line 2083: NoMethodError occured. undefined method `bestiary bgm' for nil:NilClass"

 

I feel like there's something really obvious I'm not doing but as I've said; crap at scripting. If I can just get an idea of what I'm doing wrong I can probably figure it out.

 

1) Are you using the latest version of the script? If not, it might be a bug that got ironed out in 1 of the later versions.

2) Are you using Replay_Map_BGM? Admittedly I do not play around with this feature enough so that could be the issue.

3) Have you kept the speech marks in your bgm notetag? It could be possible you're writing out the notetag incorrectly. Below is an example of what a bgm notetag should look like:

 

<bestiary bgm: "Battle4" 100 100>

Also make sure to not write in the file extension, because that will cause errors as well.

 

I'm also trying to recreate the problem myself but I haven't come across any errors so far.

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Can I also make a skill 'scan' an enemy, because that is what I want a Ranger to be capable of in my game.

I am using Yanfly's "Skill Cost Manager", and with that script I have tried putting: 

 

<custom skill perform>

 reveal_enemy(id)

</custom skill perform>

But I don't know how to get the ID of the target enemy, because simply putting reveal_enemy(1) or "(2) won't scan the enemy, but reveal one specific enemy.

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I wouldn't recommend using Yanfly's Cost Manager for performing custom skill effects, that script's meant to be more for creating custom requirements to use skills.

 

Unfortunately this script doesn't have the functionality to reveal entries in the database via the enemies you target in battle, but I'll add that functionality for you in the next update. The only thing I won't be doing is creating a custom scene for viewing enemy data in battle, you'll have to find another script to use along with the Bestiary.

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Well thanks a lot, Shadowmaster! (and such a quick reply also)

Well, then the Ranger will simply examine the dead creatures, I can live with that ;-)

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So first and foremost I should probably mention I'm not amazing at scripting so excuse me if I'm missing something totally obvious.

 

Anyways I'm trying to set the Battle BGM to play during the bestiary or at least when viewing the entries and I just... can't... figure it out ewe.... I managed to do the custom BGM switch in a few of the monster's notes but when I exit the entry it says "Script 'Bestiary' line 2083: NoMethodError occured. undefined method `bestiary bgm' for nil:NilClass"

 

I feel like there's something really obvious I'm not doing but as I've said; crap at scripting. If I can just get an idea of what I'm doing wrong I can probably figure it out.

 

1) Are you using the latest version of the script? If not, it might be a bug that got ironed out in 1 of the later versions.

2) Are you using Replay_Map_BGM? Admittedly I do not play around with this feature enough so that could be the issue.

3) Have you kept the speech marks in your bgm notetag? It could be possible you're writing out the notetag incorrectly. Below is an example of what a bgm notetag should look like:

 

<bestiary bgm: "Battle4" 100 100>

Also make sure to not write in the file extension, because that will cause errors as well.

 

I'm also trying to recreate the problem myself but I haven't come across any errors so far.

 

So I finally found time to screw around with it after getting back from vacation and I got it to work, I have absolutely no idea what I was doing wrong but all's well that ends well, yeah?

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Hey there :D It looks like really nice :D But maybe you can make it compatible with Yanfly Engine Ace - Enemy Levels? So that it shows, how much they get if they level up? As Example: Slime: HP:     100(+15)

And so on, so the Slime gets every Lvl +15 HP :D

Only if that isn't much work :D I want to ask, maybe you like the idea xD

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This script is pretty awesome. About the only thing I'd want changed personally is the description window. The one right now isn't quite big enough for my needs (I'm using a scan script that shows a bio on scan that's four lines. But if I use it with this and just have a two liner in the book, it's kind of, yeah.) I took a look at it myself but I've got a lot of scripting levels to gain before I can even comprehend what's going on in there. Though let it be said that this script is still pretty awesome despite such a minor gripe.

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I love this script!

But is there a way to make it so that if you add in new enemies to the bestiary it would be compatible with current save files? (The game crashes if the newly-expanded bestiary is opened or if one of the new enemies added the bestiary is killed in said files.) Because I don't want to restart and play through two and a half hours of areas I already tested just to test one new area or the new enemy entries.

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Hi, I tried to check out your script, but the download links aren't working. Could you update them?

 

They're not outdated, the server's down. Nothing I can do about that.

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Hi, I tried to check out your script, but the download links aren't working. Could you update them?

 

They're not outdated, the server's down. Nothing I can do about that.

 

 

Okay, thanks!

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Hey! This script looks awesome and I'd love to use it, however I have a few questions.

 

1. When I put it in and loaded a game, upon trying to access the Bestiary the game crashes.

 

I know this happens with various scripts when you add them in and try to use them on a saved file, but is there a way to stop this? I don't want to have to run through my game from the very start again. ;~;

 

2. Is there a way to completely remove the "Types" and "Locations" section, and put Drops/Weaknesses/Resistances/Immunities all on one page?

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Finally was able to download it. Have to say it looks great.

Thanks! ^_^

 

Hey! This script looks awesome and I'd love to use it, however I have a few questions.

 

1. When I put it in and loaded a game, upon trying to access the Bestiary the game crashes.

 

I know this happens with various scripts when you add them in and try to use them on a saved file, but is there a way to stop this? I don't want to have to run through my game from the very start again. ;~;

 

2. Is there a way to completely remove the "Types" and "Locations" section, and put Drops/Weaknesses/Resistances/Immunities all on one page?

You can now with the newest version of the Fantasy Bestiary I've just uploaded!

 

Version 3.0: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-0.txt

 

While it doesn't have all of the features everyone's wanted, one of the biggest new features is the ability to not only choose how many pages you want, but also what information you want to display on each page. Below's all of the additions and fixes for version 3.0:

  • Can set any number of pages and set what information you'd like to display on each page through arrays
  • New sections have been added, such as Elemental Absorption, State Weaknesses, State Resistances, State Immunities, 3 different Skills sections and a longer Description section (Weaknesses, Resistances and Immunities have now been renamed to Elemental Weaknesses, Elemental Resistances and Elemental Immunities respectively). Like with previous versions each of these can be renamed and used for whatever you'd like.
  • Icon implementation is now far more flexible. You're no longer restricted to inserting icons before title names and can now set them in any position within title names. You can now also set icons for certain parameter names that at default are on the first page.
  • You now use \L for inserting line breaks instead of \N, so you can now use \N for inserting Actor names. You can now also use control characters for title names.
  • Can now easily set a default battleback for all enemies.
  • Fixed a bug where if the map bgm was disabled when viewing an enemy with no bgm assigned to it, it would still play the map bgm. This has been fixed so now no music will play.
  • The script guides listed the notetag for setting the enemy description as <description: "">. This was incorrect and has now been fixed to display the proper notetag <desc: "">.
  • The bestiary should now properly recognize new enemies added after old save files. Not much testing has been done on this to see if everything works correctly or not (mainly related to the completion trackers), so let me know if you come across any bugs.

I still hope to eventually add compatibility with Yanfly's Enemy Levels and spreading out the vertical enemy listing, but the former's gonna take me longer than I originally thought so bear with me for another few months. XD

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Wow amazing update, what a time to find this script! I'm glad I found this yesterday.

 

This script is literally perfect for me now. Sadly I still get this:

 

jIVEHRf.png

 

error whenever I try to open the Bestiary on my saved file. (This save file is before I even found this script though, so it's no surprise).

 

I'll just catch up to where I was again.

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Don't worry I think it should be an easy fix, I see where the problem is.

 

I've updated version 3.0 with the fixes, so just download that version again.

 

Admittedly I haven't tested this on a previous save that completely lacked the Bestiary so please let me know if the quick update I did helped fixed it.

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I'm surprised you even made it that far down. When I just tried on a old save lacking the Bestiary, I was getting errors much earlier around line 960 something. It's because I didn't un-nillified (is that even a word? XD) all values I create when I initialize Game Party.

 

Just did another quick update to the same version. Now when the game loads it should un-nillify all Bestiary related values that are nil. Hopefully this shouldn't give you anymore errors now. Just download the same version.

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Uggh X____x, you must be getting completely different errors than to what I did because I tried it in a completely new game on an old save file that lacked the Bestiary.

 

You're gonna have to tell me what options you've set up for the Bestiary, also either try putting the Bestiary script right at the bottom of your scripts (still above Main) or try it in script-less copy of your game (because for all I know, one of your other scripts could be conflicting with it).

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Well when testing your updated versions which should fix that problem, I'm just simply copying the entirety of the new script, so I'm using default for the Load Game testing.

 

I'll try putting it at the very bottom~

 

It worked! Just putting it under all my other scripts made it work.

 

I just tested it by putting it above scripts and gradually going down, it wasn't working at all UNTIL I had the script under "Yanfly Engine Ace - Ace Save Engine v1.03 (1.1)".

 

If the script is placed anywhere above that it crashes.

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