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You don't want to keep n1 and n2 inside the notetag, you want to replace them with the values you want like so:

 

<bestiary bgm: "13 - Defeat The Enemy" 90 100>

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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?

I seem to be having that problem as well. I think this is how to set the levels and make them show, but I'm not sure.

 

http://imgur.com/dmHuxQW

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You're going to have to tell me which version of my script you're using and what other scripts you're using (as well as the order you're putting them in), because I've tried the latest version in a completely blank project and the level tag is working fine.

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The other scripts I have are Play BGM on loading menu, [VXAce] Dragon Quest Menu V2.00, Yanfly Engine Ace - Region Battlebacks v1.00, Choice+, Yanfly Engine Ace - Common Event Tiles v1.01, [VXAce] Dragon Quest Battle V3.00, [VXAce] Dragon Quest Status V1.00, Death_Common_Event, Mode 7 Ace, Mode 7 Ace Addon : Airship, Mode 7 Ace Addon : Map Rotation, Mode 7 Ace Addon : Map Rotation - Input Correction v.1.0 and Mode 7 Ace Addon : Map Rotation - Airship


The scripts are in the order I listed them in

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I don't think any of the scripts you've listed should have any conflicts with the Bestiary. The only other things I can suggest is try putting the Bestiary script in a different order within your current scripts. If that doesn't work, make a copy of your script, then delete each other script one by one until either the level shows up, or you remove all scripts.

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By default it should show automatically for any enemies you defeat. I can't remember if the default settings require you to kill an enemy first before its level shows up or not. But as long as you give an enemy a bestiary level tag, it should show on its page.

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I'm afraid showing me that picture doesn't help me out at all. All I can suggest is either changing the order the Bestiary script goes in, removing all other scripts one by one until you find the conflict, or if you don't mind, sending me your project so I can fix it myself.

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Error on line 95.

 

No Method for party reset

Out of curiosity what settings are you using for the Yanfly New Game Plus script? (Admittedly I've only tested my add-on with the default settings.)

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Okay, are you using Bestiary version 3.2? Because the add-on will only work with that version. If not, you may have to tell me what other scripts you're using. I've tried both the Bestiary and the New Game Plus add-on only with Yanfly's Save Engine and New Game Plus on their own and it's working.

 

Also at what point is the error cropping up? Is it when the game first loads up, when you start a new game, or when you start a new game plus? Another thing is this may not work with existing save files before the new game plus add-on script got implemented.

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Try a blank project with only Yanfly Save Engine, Yanfly New Game Plus, Fantasy Bestiary v3.2 and Bestiary New Game Plus add-on. If that works then chances are there's either a conflict with another script you're using or the scripts aren't put in the correct order.

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Sorry to bother you with this, but have you any idea what this means?

 

Script 'Fantasy Bestiary' line 1184: TypeError occurred.
 
can't convert RPG::Enemy into Integer
 
I'm using Yanfly's Core Script but not his New Game plus, if that makes any difference.
 
Thanks for your time.

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Which versions of the Bestiary and Yanfly Core script are you using? Because line 1184 is taking me to an end command, which has nothing to do with the error that is showing.

Edited by Shadowmaster9000

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Okay that's weird because I use Yanfly Core myself and it works in both the game I'm working on and in a blank project with only the default settings. I'm going to have to ask you a couple of questions now. XD

 

1) Do you have the Bestiary above or below Yanfly Core? (If the former, try putting it below Yanfly Core, that's where I put it.)

2) What settings are you using in Yanfly Core? Also what settings and notetags are you using in the Bestiary? (Chances are there could be a bug with something I didn't test.)

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1. I have it below everything else.

 

2. I haven't changed the core script. I do have CASCA core in here as well (if that matters).

 

<mirror bestiary image>

<battleback1: "Factory1">
<battleback2: "Factory">
<type: "???">
<location: "S???">
<elem weak: "">
<elem resist: "">
<desc: "A mysterious knight which seems to delight \Lin causing pain.">
 
If you'd like I can send you a copy of the game.

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If you want to leave the Elemental Weakness and Resistance info empty for your enemy, simply don't include the elem weak and elem resist notetags. While the current notetags you're using didn't crash my game, it is causing the information to be displayed incorrectly. (I've had a similar situation happened with another member before.) If you want to keep the Elemental Weakness and Resistance categories empty for your enemy, use these notetags instead:

<elem weak: " ">
<elem resist: " ">
If that doesn't work, test the project out without the CASCA core script, because admittedly I haven't tested my Bestiary script with the CASCA core script. If that doesn't work then yes you can send your game to me if you want and I'll take a look at it.

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Hey, so I just got this script from you, and it seems pretty awesome.

However, I am having one problem.

Even though in the script I have it enabled to show in the menu, it is not showing.

I have quite a few other scripts so I was wondering if it is conflicting with them? Or am I just overlooking something obvious?

I look forward to your response and thanks in advance.

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