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Thank you, I know what the problem is now. It's because Yanfly's Save Engine overwrites a function in Scene Load I was aliasing.

 

I've done one last update which you're free to ignore if you want. All it just does is moves the un-nillifying functions from Scene Load to Scene Bestiary so hopefully now it'll let you put it above more other scripts.

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Glad to see you updated the script.  :)  But...looking through your list of updates, I'm not seeing a listing for the Compatibility Fix with Yanfly's New Game+ engine that I've been waiting for...  :(  Any chance this is coming soon...?

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Glad to see you updated the script.  :)  But...looking through your list of updates, I'm not seeing a listing for the Compatibility Fix with Yanfly's New Game+ engine that I've been waiting for...  :(  Any chance this is coming soon...?

Hopefully, but sadly not in this quick update I've just done sorry because I only wanted to quickly fix a few small things.

 

The Bestiary has been updated to version 3.1 now, it only contains a couple of bug fixes:

  • Fixed a bug where when including the Bestiary in a previous save file would throw up an error if you killed an enemy before viewing the Bestiary.
  • Fixed the Defeated, Level, Exp and Gold strings so now control characters should be usable in them.

Version 3.1: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-1.txt

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Yes! This is just what I've been looking for. I was a little disappointed when I found out Yanfly hadn't updated his original VX bestiary script for XV ace but this script fills that void and then some!

 

I just have one question: I've inserted this script into my game pretty easily and am using it in battle as a sort of strategy guide the player can consult mid-melee. I have the option to access it on the same place escape and stuff goes. I'm terrible at scripting and was wondering if there was an easy way to access the bestiary without "resetting" the current battle? As it is now when players exit the bestiary it restarts the battle start scene or something and as such it resets the Yanly add-on's "Combat Log" that I need players to access. It's weird because it still keeps any status effects, damage received, items used, turns taken, etc. It just erases the "Combat Log" and restarts the battle start scene. I can post a download link if that'll be useful. Any help would be gladly appreciated. :) 

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I know that you are busy but the New Game + update would be one of the best things and sometime I need too. Looking forward to it.

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Amazing job!

I'd love to use this in my project ^^

It's really much alike FF's bestiary. Again, Great Job!

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Okay since there's been a big demand for it, I've now made an add-on for both Fantasy Bestiary and Yanfly's New Game Plus that lets you transfer various Bestiary data over into a new game.

 

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

 

Admittedly I have not tested it myself so feedback would be much appreciated. Also since it was a quick job, it does not have many features. At the moment you can only transfer entire groups of data and not individually for each enemy. I probably won't add this feature in future unless if someone desperately needs it.

 

Yes! This is just what I've been looking for. I was a little disappointed when I found out Yanfly hadn't updated his original VX bestiary script for XV ace but this script fills that void and then some!

 

I just have one question: I've inserted this script into my game pretty easily and am using it in battle as a sort of strategy guide the player can consult mid-melee. I have the option to access it on the same place escape and stuff goes. I'm terrible at scripting and was wondering if there was an easy way to access the bestiary without "resetting" the current battle? As it is now when players exit the bestiary it restarts the battle start scene or something and as such it resets the Yanly add-on's "Combat Log" that I need players to access. It's weird because it still keeps any status effects, damage received, items used, turns taken, etc. It just erases the "Combat Log" and restarts the battle start scene. I can post a download link if that'll be useful. Any help would be gladly appreciated. :)

Okay wow, I never realized you could load up another Scene within the Battle Scene... I'd probably never recommend doing that. Just sounds like it throw up a bunch of errors or unintentional effects (like restarting the battle start scene and erasing the combat battle log like you said).

 

To be honest I only ever intended for the Bestiary to be loaded up outside of battle or wherever the main menu can be loaded. It's not going to be an easy fix/update and I can't also promise I will be able to include that feature for you, but I might give it a try.

Edited by Shadowmaster9000

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Thanks for the New Game+ Add-On.  I've finally gotten a chance to test this...and I'm getting an error.  So I saved my New Game+ file.  That was all good.  But when I load up the New Game+ save, an error pops up that says:

 

Script 'Fantasy Bestiary NG+' line 97: Argument Error occurred.

wrong number of arguments (0 for 1)

 

The line in the script they're referring to reads:

 

@ngp_kill_count = $game_party.kill_count
 

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Tried this one, new error immediately on running the game:

 

Script 'Fantasy Bestiary NG+' line 118: SyntaxError occurred.

unexpected keyword_end, expected $end

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Error on Save Load:

Script 'Fantasy Bestiary NG+' line 100: ArgumentError occurred.

wrong number of arguments (0 for 1)

Line 100:

 

@ngp_kill_count = $game_party.kill_count
 

Edited by Apostrophe

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Shadowmaster, what you've done here is just amazing.  This script is so customizable, and your instructions are so clear, and you've been so quick and generous in working with and responding to people.  Thank you so much!

 

The question I have for you, if you have time, is this: if I have some enemies that are variations on a theme (say, three slightly different types of giant bee that are all called "Bee"), is there any way to combine them so they show up as only a single entry on the list, rather than having slots #1, #2, and #3 all say "Bee" and show very similar enemies?  Technically I could just hide the second and third ones using the options you've so kindly provided, but then it will look like the player has defeated about 1/3 as many bees as he actually has.

 

If there is no way to do this, may I submit it for your consideration as a future feature?

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Version 1.3 (On Save Load):

Script 'Fantasy Bestiary NG+' line 101: ArguementError occurred.

wrong number of arguments (0 for 1)

Version 1.31 (On Game Load):

Script 'Fantasy Bestiary NG+' line 114: SyntaxError occurred.

unexpected '=', expecting '}'
 $game_party.kill_count(enemy) = @ngp_kill_count[enemy.id]

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Shadowmaster, what you've done here is just amazing.  This script is so customizable, and your instructions are so clear, and you've been so quick and generous in working with and responding to people.  Thank you so much!

 

The question I have for you, if you have time, is this: if I have some enemies that are variations on a theme (say, three slightly different types of giant bee that are all called "Bee"), is there any way to combine them so they show up as only a single entry on the list, rather than having slots #1, #2, and #3 all say "Bee" and show very similar enemies?  Technically I could just hide the second and third ones using the options you've so kindly provided, but then it will look like the player has defeated about 1/3 as many bees as he actually has.

 

If there is no way to do this, may I submit it for your consideration as a future feature?

If it's just the kill count you want to be able to inherit from other enemies, I don't see how that would be impossible (other stats might be rather tricky though). I'll give it a shot.

 

Version 1.3 (On Save Load):

Script 'Fantasy Bestiary NG+' line 101: ArguementError occurred.

wrong number of arguments (0 for 1)
Version 1.31 (On Game Load):

Script 'Fantasy Bestiary NG+' line 114: SyntaxError occurred.

unexpected '=', expecting '}'
 $game_party.kill_count(enemy) = @ngp_kill_count[enemy.id]

 

Okay I'm going to save you the hassle now and download both Save Engine and New Game Plus scripts to test out the add-on and hopefully get it fixed.

 

I apologize for not doing this sooner, I wanted to avoid having to play around with what I think might be time consuming scripts.

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Apologies for the wait, but not only do I now have a new version of the New Game Plus Add-On, I've actually tested this one myself and it worked for me. (But still, please feel free to let me know of any errors that crop up and I will still try to fix them.)

 

New Game Plus (V1.5): http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryNGPAddOnV1-5.txt

 

However, because I've had to make a few changes to the original Bestiary script to get the add-on working, the New Game Plus add-on will only work with Bestiary versions 3.2 or higher. You can download the newest version of the Bestiary below:

 

Version 3.2: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-2.txt

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I didn't test it too deeply yet, but the game loads, I was able to start my New Game+ save, and all the monsters I had before were displayed.  So I'm making a note here: Huge Success.  Thanks.  :D

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I'm putting <bestiary level: 1> in the notes for a monster I'm testing, but their level still shows up as ??? after I fight them in the bestiary. Everything else seems to be working fine other than the level. Am I doing something wrong or missing a step?

Edited by Daniel Babineau

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I'm putting <bestiary level: 1> in the notes for a monster I'm testing, but their level still shows up as ??? after I fight them in the bestiary. Everything else seems to be working fine other than the level. Am I doing something wrong or missing a step?

Which version of the Bestiary are you using? If you're using any version earlier than 2.0, you have to use the <level: n> notetag instead. If you are using the latest version and the level's still not showing. Let me know what other scripts you're using because there might be a conflict (either that or the Bestiary is put in the wrong order).

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Not sure if this has been asked already, but is there a way to make battle music play when viewing monsters in the bestiary? Like the regular battle theme for random battles, the boss theme for boss monsters etc

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Not sure if this has been asked already, but is there a way to make battle music play when viewing monsters in the bestiary? Like the regular battle theme for random battles, the boss theme for boss monsters etc

Use this notetag for each monster:

 

<bestiary bgm: "string" n1 n2>

 

"String" is the name of the music file (don't include the file extension). N1 is the volume (from 0-100), and n2 is the pitch (from 50-150).

 

I also plan on including a default bgm option for all monsters in a forthcoming update.

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