FishStickMystic

The Nerdiest Nerd
Veteran
Joined
Dec 25, 2014
Messages
32
Reaction score
30
First Language
English
Primarily Uses
RMVXA
EDIT: This is a complete edit of a post since I solved my problem myself. The script wasn't working for me but it seemed like a small script was incompatible. Ignore this message... >.>;
 
Last edited:

TicklishWasabi

Veteran
Veteran
Joined
Nov 7, 2017
Messages
167
Reaction score
18
First Language
English
Primarily Uses
N/A
I'm getting the first error when I go into battle:Error.PNG

and the second when I try to open the bestiary:Error 2.PNG

Nevermind, I started a new game and the errors no longer occur, my b
 
Last edited:

idavoll

Warper
Member
Joined
Jun 14, 2014
Messages
1
Reaction score
0
First Language
Russian
Primarily Uses
Hi! thank you, Venka, script is amazing, gonna use it in my game %), But i have a little problem with descriptions. I'd like to put not phrases, but more souls-like descriptions into the enemies. So window too small for it. Can I somehow enlarge it without changing game resolution?
 

natanmvieira

Warper
Member
Joined
Apr 21, 2019
Messages
4
Reaction score
0
First Language
Portuguese
Primarily Uses
RMVXA
Hello, this script is amazing but I'm having trouble tweaking it to my project's needs.
I've manage to do everything I needed, but I'm having problems removing the MP and Luck stats from the monster's entries.
Sorry if this question has already been answered on this thread before.
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,132
Reaction score
706
First Language
English
Primarily Uses
RMVXA
There were several spots to adjust.
Lines 307-315 comment out the two you do not want and change the number ordering.
Code:
  Base_Stats = [] #["Text", IconIndex]
  Base_Stats[0] = ["HP",   122]  # Max Health
#~   Base_Stats[1] = ["MP",   112]  # Max Mana
  Base_Stats[1] = ["Atk",  116]  # Attack
  Base_Stats[2] = ["Def",  161]  # Defense
  Base_Stats[3] = ["MAtk", 113]  # Magical Attack
  Base_Stats[4] = ["MDef",  15]  # Magical Defense
  Base_Stats[5] = ["Agi",   12]  # Agility
#~   Base_Stats[7] = ["Luck", 202]  # Luck
Change the following from 8.times to 6.times
line 1302
line 1455
line 1615
line 1641
 

natanmvieira

Warper
Member
Joined
Apr 21, 2019
Messages
4
Reaction score
0
First Language
Portuguese
Primarily Uses
RMVXA
There were several spots to adjust.
Lines 307-315 comment out the two you do not want and change the number ordering.
Code:
  Base_Stats = [] #["Text", IconIndex]
  Base_Stats[0] = ["HP",   122]  # Max Health
#~   Base_Stats[1] = ["MP",   112]  # Max Mana
  Base_Stats[1] = ["Atk",  116]  # Attack
  Base_Stats[2] = ["Def",  161]  # Defense
  Base_Stats[3] = ["MAtk", 113]  # Magical Attack
  Base_Stats[4] = ["MDef",  15]  # Magical Defense
  Base_Stats[5] = ["Agi",   12]  # Agility
#~   Base_Stats[7] = ["Luck", 202]  # Luck
Change the following from 8.times to 6.times
line 1302
line 1455
line 1615
line 1641

I had tried something like this before, but there's a problem that remains: The only thing that's changing for me is the icons and the names, the values still remain the same.
For example, when I take off MP, the Atk icon goes to its place, Def goes to Atk's place, etc, but the value there still remains as the MP one, on Def's place remains Atk's value, etc.
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,132
Reaction score
706
First Language
English
Primarily Uses
RMVXA
I see what you mean now. It takes the stats in order and doesn't think there are any removed. I'll have to think on it more.

*EDIT... well it appears I double posted.. Ooopppss
 
Last edited:

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,132
Reaction score
706
First Language
English
Primarily Uses
RMVXA
Ok so I can make the items disappear, but I haven't been able to make the list condense.
Try this and see if you like it.
under
def draw_main_stats
line 1298
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :stat)
    end
#~     8.times {|stat| draw_stat(stat, :stat)}
Line numbers will be off from before ,
def draw_debuffs
Line 1455
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :debuff)
    end
#~     8.times {|stat| draw_stat(stat, :debuff)}
under
def draw_basic_stats
line 1619
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :stat)
    end
#~     8.times {|stat| draw_stat(stat, :stat)}
and
def draw_debuff_rates
line 1649
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :debuff)
    end
#~     8.times {|stat| draw_stat(stat, :debuff)}
 
Last edited:

natanmvieira

Warper
Member
Joined
Apr 21, 2019
Messages
4
Reaction score
0
First Language
Portuguese
Primarily Uses
RMVXA
Ok so I can make the items disappear, but I haven't been able to make the list condense.
Try this and see if you like it.
under
def draw_main_stats
line 1298
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :stat)
    end
#~     8.times {|stat| draw_stat(stat, :stat)}
Line numbers will be off from before ,
def draw_debuffs
Line 1455
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :debuff)
    end
#~     8.times {|stat| draw_stat(stat, :debuff)}
under
def draw_basic_stats
line 1619
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :stat)
    end
#~     8.times {|stat| draw_stat(stat, :stat)}
and
def draw_debuff_rates
line 1649
Code:
    for stat in 0..6
      next if stat == 1
      draw_stat(stat, :debuff)
    end
#~     8.times {|stat| draw_stat(stat, :debuff)}

Thank you so much! After using it I actually like it more this way!
I kinda understand coding, but difinetely not enough to make such modifications on my own.

Thanks again for dedicating your time to help me :LZYcheeze:
 

Anohe1

Veteran
Veteran
Joined
May 12, 2019
Messages
34
Reaction score
6
First Language
French
Primarily Uses
RMMV
Please can you export it to Rpg Maker MV
 

noot

Villager
Member
Joined
Mar 17, 2018
Messages
12
Reaction score
2
First Language
English
Primarily Uses
RMVXA
Heya! This script is pretty great, but as much as I'd like to use it in my game, I've run into a weird bug. If I'm viewing the bestiary in the menu and I try to close out of it a little too quickly, my game crashes. Is there a solution to this, or is it a problem with the script...?

EDIT: Nevermind! Apparently someone in this thread had the same problem and I just found their solution and it worked for me. :"D I'm so sorry, just ignore this!
 
Last edited:

Dragonslayer

Warper
Member
Joined
Jul 27, 2019
Messages
3
Reaction score
0
First Language
Hungarian
Primarily Uses
RMVXA
Hello!
First of all, thanks to Venka for the amazing script!
I'm looking for some help, if someone would be that kind to anwser my question :)
I'm making a project, where I only want to make certain enemies to appear in the Bestiary.
Is there any way to exclude certain enemies (for example soldiers, bandits) from it?
Thanks for the help in advance :)
 

gsuk

Veteran
Veteran
Joined
Jun 24, 2013
Messages
152
Reaction score
11
First Language
English
Primarily Uses
RMVXA
Just discovered this script and it's really cool. Is there any way to make it work with Falcoa's ABS scripts? When I kill an enemy, it doesn't get entered into the bestiary (I suppose this is because the script doesn't recognize an enemy as "killed" in the ABS system).

Any suggestions would be appreciated!
 

Lionheart123

Veteran
Veteran
Joined
Dec 14, 2019
Messages
63
Reaction score
1
First Language
English
Primarily Uses
RMVXA
Any ways for scaling the battler sprite shown in the picture?
 

Lionheart123

Veteran
Veteran
Joined
Dec 14, 2019
Messages
63
Reaction score
1
First Language
English
Primarily Uses
RMVXA
I just resized the pictures, pretty much worked for me
Hmm... I should've thought of that :p

Also, are there any way to use different pictures from what I used for the battlers?
 

Dragonslayer

Warper
Member
Joined
Jul 27, 2019
Messages
3
Reaction score
0
First Language
Hungarian
Primarily Uses
RMVXA
Hmm... I should've thought of that :p

Also, are there any way to use different pictures from what I used for the battlers?
I use Holders animated battlers mod.
It replaces the battlers with animations,and uses similar spritesheets as the ones used for the actors, only uses a different layout. If you make every frame of the animation use the same picture, it may replace the Bestiary's image with an other, fixed image.
 

Lionheart123

Veteran
Veteran
Joined
Dec 14, 2019
Messages
63
Reaction score
1
First Language
English
Primarily Uses
RMVXA
I use Holders animated battlers mod.
It replaces the battlers with animations,and uses similar spritesheets as the ones used for the actors, only uses a different layout. If you make every frame of the animation use the same picture, it may replace the Bestiary's image with an other, fixed image.
Well, I mean, I'm using the on-map sprites of enemies as battler (with Yanfly's visual battler). So the battler sprite would be facing the actors. But I want it to face toward the player in the Bestiary section, also making it larger.
 

Shiro-chan

Friendly Neighbourhood Neppy Maid
Veteran
Joined
Aug 7, 2018
Messages
166
Reaction score
49
First Language
German
Primarily Uses
RMVXA
Is it possible to hide categories until a requirement has been met, such has having fought one enemy of the given category or a switch/variable checks true?
 

Latest Threads

Latest Posts

Latest Profile Posts

The full estate map(include 1F,2F,3F and backyard), yes the backyard is a small labyrinth as well as an entrance to a real labyrinth!
Sometimes you Just need to realise someone is beyond help... Still hard to walk away tho :(
100 Horror/Tragedy Sample Maps, Penguin Mech Sprite, & TileD Templates | RPG Maker News #70

Continuing working on abs. So far I have done the workout twice. I am excited to see the results after a couple of weeks. How is everyone doing? :)
MZ: oh boy imma work today
Me, excited: Really?
MZ, doesn't do what I tell It too
Me: I Thought-
MZ: I am Working!

Forum statistics

Threads
112,227
Messages
1,066,704
Members
145,836
Latest member
DarklightHiro
Top