Bestiary Logbook v1.8 - updated 1/21/2014

Venka

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Bestiary Logbook
by Venka​
Description:

This is a scene you can access via the menu that will let you keep track of enemies you've encountered. You can learn things about the enemy with a scan skill that is built into the script. You can customize many of the features in the script. You can create enemy descriptions that automatically change as you reach certain kill counts on the enemy or you can set it with a script call at any time. You can also various information to be shown after a set amount of kills.

Screen Shots:

BeastMenu.png BeastiaryBook1a.pngBeastiaryBook1.png BeastiaryBook2.png

Scan1.png Scan4.png
Add on info:

Actors Quotes Addon

Lets actors add some extra info about a scanned target. You can set multiple quotes by actor for each enemy. For example, Eric could have 2 quotes to say about slimes and Terence could have 5 things to say about them. The script will randomly pick one quote to show. Once a quote has been viewed, it is then saved to the bestiary and can be viewed there with a key stroke you can set.






Change Log:

#------------------------------------------------------------------------------# - Changelog -#------------------------------------------------------------------------------# 01/21/2014 - Added in a section for debuff resistances.#            - Fixed display issue when a resistance was set to 120%#            - Added compatibility with Yanfly's Element Absorb script#            - Added a spot to set the text color for Immunity and Absorbtion#            - Fixed a bug that wasn't displaying state immunities.# 12/05/2014 - Stats will now correct if passive stats boost them for states # and elements as well.# 12/03/2014 - Stats will now correct if passive stats boost them# 11/30/2014 - Fixed issue with manually adding enemy entries.# 11/09/2014 - Added in a scroll speed setting so you can speed up the scroll# when viewing information about an enemy.# - Added in stats revealed by kill counts. You can set what # information will be shown after you kill an enemy x amount of # times# 10/27/2014 - Forgot to dispose of the instructions on the battle scene.# 10/14/2014 - Added ability to store quotes for the Actor's Input addon.# - Added KilloZapit's Word Wrapper support# 09/24/2014 - Adjusted the contents of the bestiary stat windows so be able # to show large amounts of elements and states. The window panes # are now scrollable to view all the information.# - The scan window in battle was also updated in the above way.# 09/21/2014 - Fixed a bug if no categories are set up in the enemy note tags.# 09/14/2014 - changed the name of one of the methods so it's compatiable with# some of my other scripts.# 08/14/2014 - Released for code off challenge#------------------------------------------------------------------------------
Terms of Use:
I must receive credit for the script. It can be in a text file with the project or credits that roll at the end of them. Whatever, I'm not picky, just want credit for the time it took to write the script.

It is fine if you want to use this script in a commercial project, but I'd like a link to the project when it's in it's demo/finished phase just cause I'd like to see it in use :) A free copy of the game would even be awesome if it's doable, but this is NOT a requirement.

Download Links:

Dropbox Demo - this is a compressed demo project

MediaFire rar - this is a zipped project folder of the demo

Links to the scripts without the demo:

Thanks:
Thanks to the Code Off Challenge to get my off my butt and finally script a bestiary. I had been meaning to do one for ages and was being lazy.
 
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nio kasgami

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this is awesome venka o.o..............the most awesome bestiary  script I saw >:3!
 

CrazyCrab

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Looking really good! 

I was actually looking for a bestiary script, totally going to check it out tomorrow (1.30 AM over here  ;) )

Again, thanks for posting it here and making it free. If my game will go commercial I'll be sure to send you a copy.
 
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EternalShadow

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Very nice! Might look into using it, though the aspect where you can see the stats of the monster may seem a bit over-complicated for some players. Does this script's functionality include the option of only seeing the elemental status of the enemy? (And maybe in percentage points? - Are those numbers percentages?)
 

Venka

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The numbers are percentages, but the makers system is a little complicated. So it shows in red if it's 0 - 99% (because that's a weakness). So when there is no elemental/state resistance listed, it will show as 0. But say you set a enemy's resistance to fire to 150%, then the bestiary will show it in green numbers as 50.

I didn't think to hide the enemy's stats. I'll think about doing that as it'd require a lot of rearranging information on those window panes
 
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Tai_MT

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I have a weird question...  What if you have more than 8 elements or more than 8 states?  Does it scroll to show more of them?  Or is eight the max?
 

Venka

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The customize section of the script lets you set which elements and states you want to track. I wrote this a month or so ago so I had to look at the code again.. but I did put in a failsafe to see if you can display all the icons you put in. So say for example you're playing in the default resolution, then only 9 icons could show.. any put in after that would be omitted. But if you play in a larger resoluion, it would display more icons before cutting them off.

Oh and I'm considering what to do with the elements for folks that plan on using the high resolution dll.. cause those windows look very bad in high resolutions (lots of dead space).
 
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Tai_MT

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Well, I wondered because I had a ton of states and elements...

Physical

Magical

Blunt

Piercing

Slashing

Fire

Water

Lightning

Earth

Air

Ice

Life

Death

Nature

Just as an example.  I like the way your script makes everything look, it's just too bad that it would rather useless to someone like me with a lot of states and a lot of elements.  Oh well though, props on all the hard work!
 

Venka

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;) well I could make the window scrollable if you press up/down but it might be a day or two before I can put that in

so it'd look more like this (from a private script I wrote):

example.png
 
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Tai_MT

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Well, I'm not sure I'd use it, as I'm against scripts for my first piece of work.  But, still, it's a good idea to make keep options open for crazy overachievers like me.  Ha ha.  Still, I'm gonna bookmark it for later as it looks really good and I think I'd love to use it at some point.

Color me very impressed.  I'll be keeping an eye on updates you make for it though.
 

SpacemanFive

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I agree that this looks like an awesome script, but I have a question that relates to several projects I'd like to use it in.

What can be done for projects that use more than eight important elements and states (or an extra resource pool such as stamina)? A scroll function on a page could work (up/down to scroll, compared to left/right to turn the page), but I'm not sure how difficult something like that could be to implement.
 

Raider

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I would like to use your script, but I have some some issues using it :/

The same error occurs every time, although I didn't change anything in the scripts from the demo project.

Even if I put them into a completely new project without any other scripts the error keeps occurring.

I don't know what else to do, so I'll just leave this here for a solution.

I would really like to use this script, because it looks like an almost perfect bestiary, but at the moment I can't really do anything, because the error occurs right then, when I'm opening the point in the menu.

Hopefully something can be done about this.

Greetings Raider
 

Kes

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I am very pleased to see this here.  I enjoyed the demo when you first put this out in Code off challenge.

Sadly it's arrived too late for the game I'm currently working on, as I've already incorporated scan skills etc. and I've already got about 7-8 hours of game play done, but for the next one it's a definite inclusion.

Thanks very much for your work.
 

Venka

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@SpaceManFive: it shouldn't be too hard to do the scrolling text, I've done it in some other scripts so the hard part of figuring out how to do it is done ;) As for the stamina pool, I'd need a script that impliments this to see if I could add the option in.

@Raider: Good catch. Its because the categories are set up, but you never put in notetags to assign enemies into the categories. Look at the demo's Enemy tab for examples of the notetags. However I fixed this incase this happens to someone else as well. Change the found_text method to this one:

#---------------------------------------------------------------------------- # ○ new method: found_text #---------------------------------------------------------------------------- def found_text(index, rect) set_bestiary_font:)normal_font) total = total_enemies(index) discovered = total_found(index) value = (total > 0) ? (discovered.to_f / total) * 100 : 0.0 text = (value > 0 && value < 100) ? value.round(1) : value.round draw_text(rect.width - @width, rect.y, @width, rect.height, "#{text}%", 2) end
I'll update the demo when I get the scrolling windows done
 

Zero2505

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I was about to post that I was having the same problem as Raider, but your last post fix the problem. Thanks so much Venka for your wonderful scripts! Just found your Crafting one as well and it is also a work of art. I can't wait too see what you have plan next.
 

Sixth

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Oww, cool bestiary is ready to be implemented! :D


Is this the same demo like at the code-off challenge or an updated one?


Can't wait to customize this! *-*


But first, I have to cut some loose ends in some other scripts.


And yeah, that is the biggest problem with higher resolutions, so many empty space in every scenes.


I doubt that anyone would be able to fill everything and yet make it look good in all resolutions, small and big alike.


If the developer is not good at scene modification, than he/she is pretty much screwed.


And making separate versions for each resolution is just ... :D


Thank my kitten, I got no such problems. :D


Thanks a lot for the bestiary, I will make good use of it! :)
 

Venka

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Yeah it's just about the same as the code off. I fixed a couple of things. Like.. I don't use a core module for my scripts.. so all of them use the same method for setting fonts.. so when you used any of my scripts together, then they would throw an error.. so I fixed that ;) I forget what else changed, but it was minor stuff.

As for the resolutions.. I have some ideas.. I just need some free time to test it all out ;)
 

ninjalex

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Looks amazing!! Great Job!  :D
 

EternalShadow

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If you're worried about dead space, upscale the icons and text if possible, or just have the status window retain its size to the 544 resolution. The dead space in that instance would be filled with a battler in the background.
 

Venka

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ok got the changes in :) and the windows are now scrollable and the stuff looks pretty decent in high resolutions.. here's an example ;)

BeastiaryBook1Lrg.png
 

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