new89 0 Posted August 26, 2012 I've been trying to get it so that it only displays in the menu when you get a item, by setting the default ENC_SWITCH to 1 in your menu organizer however I'm a noob and I don't know scripts. So I don't know what call to use to set it back to 0. Any help would be much appreciated, thanks. Share this post Link to post Share on other sites
+ DarthVollis 59 Posted August 26, 2012 Make a common event if the item that you want to use for the encyclopedia. In the common event go to page three and click advance - Script. In that little window type SceneManager.call(Scene_CSCA_Encyclopedia) Save it and apply it to your item. Share this post Link to post Share on other sites
casper667 131 Posted September 11, 2012 Script has been updated, you should no longer need to manually adjust the x value of the stat numbers. Share this post Link to post Share on other sites
Xandier 0 Posted September 13, 2012 I'm trying to make it so that this encyclopedia script can be called from the party command menu during a battle. I was using YanFly's Battle Command List, and I can use it to open the encylopedia up, but it crashes when I go to exit the encylopdia. Anyone know how to fix this? Share this post Link to post Share on other sites
casper667 131 Posted September 13, 2012 I'm trying to make it so that this encyclopedia script can be called from the party command menu during a battle. I was using YanFly's Battle Command List, and I can use it to open the encylopedia up, but it crashes when I go to exit the encylopdia. Anyone know how to fix this? What error does it give? Share this post Link to post Share on other sites
Xandier 0 Posted September 14, 2012 "Script 'HP Bars' line 454: RGSSError occurred. disposed window If I delete the Yanfly HP Bar script, I get another "disposed window" script. I think maybe I'm not putting SceneManager.call(Scene_CSCA_Encyclopedia) into the Yanfly battle command script properly. #-------------------------------------------------------------------------- # new method: command_name1 #-------------------------------------------------------------------------- def command_name1 SceneManager.call(Scene_CSCA_Encyclopedia) end Share this post Link to post Share on other sites
casper667 131 Posted September 14, 2012 I think the problem is the battle scene, even though it has many windows in it that seem like they're different scenes, is really just one scene and it is not set up to switch scenes in the middle of battle like the map is. If you are comfortable with editing scripts yourself a good place to start would be Yanfly's Battle Equip Scene as that basically does what you want only with the Equip scene instead of the Encyclopedia scene, although this script was not designed with the ability to access it from the battle in mind. If you're looking for an easy way to see monster stats in battle, Yanfly has a script for that called YEA Enemy Target Info. Share this post Link to post Share on other sites
Xandier 0 Posted September 14, 2012 I made a new project with only your encyclopedia script in it, and I was able to use the encyclopedia in battle without any problems. So the problem looks like its on yanflys end. I'll do some more tests to see if I can get it working somehow in yanfly battle engine. If anyone has any suggestions to get it working let me know. Share this post Link to post Share on other sites
RivalNightmare 3 Posted September 20, 2012 I'm also getting an error. It says: "Script 'Enclyclopedia' line 789:NoMethodError occurred. undefined method 'kind' for nil:NilClass" It happens when I enter the Encyclopedia to look at defeated enemies. None of them see to work... Though I can check on states,items,weapons, yeah. Share this post Link to post Share on other sites
Xandier 0 Posted September 21, 2012 Is there a way to add more than one line of text to an items note using <cscanote:>? Share this post Link to post Share on other sites
casper667 131 Posted September 22, 2012 (edited) I'm also getting an error. It says: "Script 'Enclyclopedia' line 789:NoMethodError occurred. undefined method 'kind' for nil:NilClass" It happens when I enter the Encyclopedia to look at defeated enemies. None of them see to work... Though I can check on states,items,weapons, yeah. Line 789 shouldn't have anything to do with the method "kind". I'm guessing you have either an outdated version of the script or another script that modifies the items enemies drop. If neither of those are your problem, you'll need to give me a little more information as I haven't been able to reproduce this error. Is there a way to add more than one line of text to an items note using <cscanote:>? Have you tried \n ? If that doesn't work then I don't think there is a way currently. Edited September 22, 2012 by casper667 Share this post Link to post Share on other sites
RivalNightmare 3 Posted September 25, 2012 Not to my knowledge. I have looked through the scripts and can't find anything about items. I do use Yanfly things, but shouldn't the script be compatible with those? I also have this script directly under the core script, if that matters... " @number[0] = start / 1000 / 1000" Is that what Line 789 should say...? But I still don't know why this happens only on enemies that you have encountered, and on nothing else. Share this post Link to post Share on other sites
Xypher 176 Posted September 25, 2012 it might be yanfly's thousands separator/group digits Share this post Link to post Share on other sites
casper667 131 Posted September 25, 2012 Not to my knowledge. I have looked through the scripts and can't find anything about items. I do use Yanfly things, but shouldn't the script be compatible with those? I also have this script directly under the core script, if that matters... " @number[0] = start / 1000 / 1000" Is that what Line 789 should say...? But I still don't know why this happens only on enemies that you have encountered, and on nothing else. Try making this script call to reset the encyclopedia, sometimes weird things can happen as more database entries are added in/taken out, or after the script is updated: $game_party.csca_init_encyclopedia I'll be updating this script soon(this week), so the update may fix it. This script should be compatible with most/all YEA scripts(it's been compatible with all the Yanfly scripts I've tested it with anyways, which is quite a few). If you're still having problems after this script is updated to version 3.0 later this week, I'll probably be able to help you faster if you PM me a project file that has an example of the bug as from what you're describing I can't think of anything that would cause that. Share this post Link to post Share on other sites
ninjalex 0 Posted October 4, 2012 Thanks! I love this script. Share this post Link to post Share on other sites
casper667 131 Posted October 6, 2012 Update Enjoy version 3.0(October 6, 2012) - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Share this post Link to post Share on other sites
RivalNightmare 3 Posted October 8, 2012 Hm, well, I still can't get it to work.. I get an error message at this line: "case items[2].kind" when trying to look at enemies in the "bestiary" section... I have no idea what's causing it, though. Share this post Link to post Share on other sites
HellKiteChaoS 36 Posted October 8, 2012 (edited) Hey Casper, I'm currently running another script in my game (Item Rarity - Leongon) that alters the color of the item's name. While this script works with your encyclopedia script, I find a small bug. When listed in the encyclopedia, the item's color is the one that I choose (in my screenshot you will see orange) but every other item is then listed in that same color. As I'm not very good at Ruby scripting would you, or someone good at Ruby, mind helping me find a way to fix this issue? I love both of these scripts and having them both together would really polish my game. If you or anyone else needs any extra information send me a PM as to not clutter Casper's form. Thanks, ChaoS Attached Screenshot of bug: EDIT: I realized this code is not an actual downloadable script, but was actually posted from someone deep in someones form post. Below is the full script that I use, also if anyone would like to finish translating it to full English so everyone else can use it, that would be awesome! module IQC_Configs ################################################################################ # Basic Item Quality Colors of Awesome VX v1.1 # ################################################################################ # Author: Leongon # # Licence: Free for commercial and non-commercial proyects, just credit. # ################################################################################ ################################################################################ # Instrukcje # # ################ # # # # Ustawianie jakości przedmiotu. --------------------------------------------- # # # # In notetag of item, weapon, armor, or even skilli: # # <IQC type> # # EXAMPLE: # # <IQC epic> # # # #"jakość" oznacza jakiej jakości jest przedmiot rzadki, epicki czy uber. # # # # Przypisywanie jakości Przedmiotom ---------------------------------------- # # # # The numbers are colors, put "type" in "" to make a new type of item # # # # # # ################################################################################ #Obszar konfiguracji # ###################### # IQC_quality = # Nie ruszaj tej lini. { # Nie ruszaj tej lini. 0 => "common", # 1 => "", # 2 => "", # 3 => "", # 4 => "", # 5 => "", # 6 => "", # 7 => "", # 8 => "trash", # 9 => "", # 10 => "", # 11 => "", # 12 => "", # 13 => "epic", # 14 => "", # 15 => "", # 16 => "", # 17 => "quest", # 18 => "", # 19 => "", # 20 => "secret", # 21 => "", # 22 => "", # 23 => "rare", # 24 => "uncommon", # 25 => "", # 26 => "", # 27 => "", # 28 => "", # 29 => "", # 30 => "", # 31 => "" # } # Nie ruszaj tej lini. # ###################### #Koniec konfiguracji # ###################### end #------------------------------------------------------------------------------ # Nie edytuj kodu poniżej chyba że wiesz co robisz! #------------------------------------------------------------------------------ module LNR def get_single_for(note_field,tag_name) lines = note_field.split("\n") for line in lines if line[0,1].eql?("<") line2=line.split(/[<> ]/) if line2[1].eql?(tag_name) return line2[2] end end end end end #------------------------------------------------------------------------------ class Window_Base < Window include LNR include IQC_Configs def draw_item_name(item, x, y, enabled = true, width = 172) return unless item draw_icon(item.icon_index, x, y, enabled) if item.note.include?("<IQC ") quality = get_single_for(item.note,"IQC") color = text_color(IQC_quality.index(quality).to_i) else color = normal_color end change_color(color, enabled) draw_text(x + 24, y, width, line_height, item.name) end end Edit #2: In my screenshot you see Weapons: 1/999 and Armor 1/999, is there a way to set this number to what I want without having to completely edit my armor and weapon list in the games database? I have spaces and dividers and such for organization and I'd hate to have to remove all of those. Example: 001: Hyrule Shield 002: 003: -CLOTH- 004: -HELMS- 005: Light Helm etc etc From what I see the script will read that as 5 items, not 2. Again, any way to make the number specifically what I want it to be to save me hours of work? Edited October 8, 2012 by HellKiteChaoS Share this post Link to post Share on other sites
casper667 131 Posted October 9, 2012 (edited) @RivalNightmare I don't know what to tell you. If you could compress your game or any game that has an example of your problem and PM it to me so I could look at it, that would probably be most helpful in figuring out what is going wrong since I can't seem to reproduce your problem. @HellKiteChaos For your first question, it is because the other script is not changing the color back after drawing the colored items name. You can try putting: change_color(normal_color) after the last draw_text command. As for your second question, you can put the tag <csca enc exclude> in the item/armor/enemy/etc.'s notetag to make it not show up in the encyclopedia. Edited October 9, 2012 by casper667 Share this post Link to post Share on other sites
HellKiteChaoS 36 Posted October 9, 2012 @HellKiteChaos For your first question, it is because the other script is not changing the color back after drawing the colored items name. You can try putting: change_color(normal_color) after the last draw_text command. As for your second question, you can put the tag <csca enc exclude> in the item/armor/enemy/etc.'s notetag to make it not show up in the encyclopedia. Thank you thank you thank you! I'm really excited to get this script going in my game. Share this post Link to post Share on other sites
RivalNightmare 3 Posted October 12, 2012 (edited) I actually ported all my scripts to a new game, and it did work. So I thought of porting my entire game to a new project, but then it didn't work. So there is something conflicting... huh? I wonder what, though. What things could cause a conflict with the viewing enemies in it? EDIT: I did try porting all my scripts and files manually to another project, but that didn't work. What can cause thins like these? Title screen scripts can't, right? EDIT2: Oh, is there a way to make some categories not show up at all? I'd rather not have NPC's and Story selectable at all. ^^ Edited October 12, 2012 by RivalNightmare Share this post Link to post Share on other sites
casper667 131 Posted October 12, 2012 (edited) It just depends what methods they use. Sometimes scripts completely unrelated can be the ones causing issues. Comment out or delete the CUSTOM[x] and KEYS[x] in the setup module that you don't want to use. Edited October 12, 2012 by casper667 Share this post Link to post Share on other sites
EternalShadow 28 Posted October 13, 2012 This is very nice, and I'll be using it! To test it though, I'm setting up a battle against the first enemy of my game. I have the codes: <cscanote: TEXT HERE.> <cscafound: Rothgar City.> $game_party.csca_set_enemy_true(1) In the description box of my first enemy. However, am I missing something, as the enemy doesn't show up in the encylo. even after battle?? Share this post Link to post Share on other sites
casper667 131 Posted October 13, 2012 You don't put the $game_party.csca_set_enemy_true(1) in the note box for enemies. Enemies are discovered automatically when you defeat them(so escaping wouldn't work). You would use the script call $game_party.csca_set_enemy_true(1) in an event if for some reason the enemy wasn't being discovered(possibly a script conflict, or if the enemy is evented in a way where it doesn't die in battle). If you just added the script in and are testing this from a saved game, you might try making the following script call in an event: $game_party.csca_init_encyclopedia You might also have to make this script call as more enemies/items/etc. are added/removed from the database during development. Share this post Link to post Share on other sites
medolo 0 Posted October 14, 2012 (edited) Nice work !! the script is great just what i was looking for but i have small problem .. kinda nooby but still doesnt know how to solve it installed script and all works great but i got debug option on my menu and dont know how to get rid of it , how to remove it from my menu in game...like item skills equip etc... debug - need to remove this encyclopedia oh im using yanfly status menu script if that means anything.. thx in advance to anyone who can tell me how to fix this XD Edited October 14, 2012 by medolo Share this post Link to post Share on other sites