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

SpacemanFive

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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 ;)

That looks great!

As for Stamina, what I'm using right now is a modified version of TP. (Currently, I have to disable/change some features, such as turning off regain on damage, and instead rigging up a slight passive regen and an "inactivity causes higher Stamina regen" risk vs. reward thing.) Still working on getting the Limit meter that was separated off from TP hooked up to the Limit script I'm using.
 
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I am getting a malware warning, that immediately removes the files from my computer, from both this script and your crafting script demos. Could you please provide just the script in like pastebin or somewhere?
 

Venka

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I don't have access to my PC right now, but the mediafire links for both scripts shouldn't give warnings
 

Halfmoon Media

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Hey venka,

I keep getting this error when I try to access the bestiary:



Any idea what that might be from?
 

Venka

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did you start a new game?
 

Vis_Mage

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I have a quick question if the system I have in mind for my game could work with this script, and if so, how.

Basically, the only difference I'm trying to implement is that when an enemy is identified, a normal character text box is brought up, with the actor giving more info / flavor text depending on the enemy identified. The best example I can think of this is the Tattle feature from the earlier two paper Mario games. 

Is there some way I can go about doing this with a common event / script call / ext?
 

Venka

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I had to look that up ;) it seems doable, but I need to think about how best to approach it. I probably won't be on the boards too much this weekend so I will probably send you a PM on Monday with some questions after I've had some time to think about it
 

Vis_Mage

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I had to look that up ;) it seems doable, but I need to think about how best to approach it. I probably won't be on the boards too much this weekend so I will probably send you a PM on Monday with some questions after I've had some time to think about it
Thank you, and I look forward to hearing from you! :)
 

Marsigne

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How to make that when a enemy is defeated for the first time, all of his stats/weaknesses/resists/etc get revealed? it always gives me errors when trying to add something here:

  #----------------------------------------------------------------------------  # ○ new method: add_encounter_count

  #----------------------------------------------------------------------------

  def add_encounter_count

    dead_members.each do |enemy|

      rpg_enemy = $data_enemies[enemy.enemy_id]

      next if rpg_enemy.nil? || rpg_enemy.skip

      $game_party.bestiary.each do |entry|

        entry.kills += 1 if entry.enemy_id == rpg_enemy.shown_id

        #when trying to add something here, like show_enemy_info(enemy.enemy_id) or get_revealed_resists, idk what to put lol

      end

    end

  end

end
 

Venka

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It's actually a bit simpler then that :) I wrote the script without the scan skill in case I ran out of time. So to revers it just change the following def to this one:

#---------------------------------------------------------------------------- # ○ new method: add_enemy #---------------------------------------------------------------------------- # The entries are: EnemyID, BestiaryCategory, Array for Element info, # Array for State info, Kill Counter #---------------------------------------------------------------------------- def add_enemy(enemy) @bestiary << Bestiary_Entry.new(enemy.id, enemy.category, Array.new(Venka::Bestiary::Elements.size, true), Array.new(Venka::Bestiary::States.size, true), 0) endI started to post it in that other thread, but saw someone else posted their bestiary so I just left it ;)

Also still trying to finish the other request, I've just been busy. It's about half done
 

Marsigne

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It's actually a bit simpler then that :) I wrote the script without the scan skill in case I ran out of time. So to revers it just change the following def to this one:

#---------------------------------------------------------------------------- # ○ new method: add_enemy #---------------------------------------------------------------------------- # The entries are: EnemyID, BestiaryCategory, Array for Element info, # Array for State info, Kill Counter #---------------------------------------------------------------------------- def add_enemy(enemy) @bestiary << Bestiary_Entry.new(enemy.id, enemy.category, Array.new(Venka::Bestiary::Elements.size, true), Array.new(Venka::Bestiary::States.size, true), 0) endI started to post it in that other thread, but saw someone else posted their bestiary so I just left it ;)

Also still trying to finish the other request, I've just been busy. It's about half done
So simple haha thanks for the fix, so if someone wants to do that with your awesome script then there is the fix :)
 

BCj

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Hi Venka,


I think I'm going something wrong. I initialised a battle with 2 bats, and this is what I copied in their infobox:


Bats are found in the nocturnal plains and


abandoned mines


<category: 2, 4>


Setting a single graphic image to use as a


backdrop for this enemy.


<bg_wall: Night>


Normal description with line breaks


<description1: Bat can be found in various regions. |You may have noticed it in the |Noctural Plains and Mines.>


However, when I defeat them nothing shows up. My bestiary keeps showing 0/30 defeated.
 

Venka

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Ok, I just woke up. Do you have other scripts installed that do things with the battle system? Try putting the bestiary below them and see if it works. I aliased the battle_start def in the BattleManager to add a new def in that adds enemies to an unlocked list for the bestiary.

Also you will more then likely need to start a new game if you didn't already.
 

BCj

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Yes that worked!


I just found another thingy by the way. I disabled the window (opacity = 0) and added my own bg. However, my bg is slightly transparent. And for some reason, the screen turned black, like this:


Can I get rid off the black BG? So it's transparent?

Black.png
 

Venka

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It might be a compatibility issue. I know you're using Luna engine. I don't have access to those scripts to check if that's the issue or not =(

However, in my customize section you can set the windows opacity to 0 on this line

Window_Opacity = 0 # Window's over all opacity. Number 0 - 255and then set this one to nil

BG_Image = nil # Found in Title1 or Pictures FolderAnd in my demo project that makes all the windows disappear and it'll use the snapshot of the map as the background.

By the way, those are beautiful windows :)
 
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BCj

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Sadly, 130 (Window_opacity) is already on 0, and my BG_image = Bestiary (those windows, as background because I can't set them with Luna, I don't know how.)


Still, it shows up as black. I don't quite understand because I am using other scripts (like Modern Algebra questlog and Triple Triad), and they don't show up with a black background when I change the bgimage to something that's transparent.


If you want to, I could send you my project?


Thanks for the compliment :D
 

Venka

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Ahh see I know almost nothing about Luna, I just saw your topic in the forums over they and saw the same theme here and thought it was Luna :)

Sure send me the project and I'll take a look
 

Venka

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Added an add on that lets actors say something in battle about a scanned enemy. You can set multiple quotes per character or have random characters say stuff about the enemy. The script will pick a random quote and display it in the battle scene like this

Talkie.png
You can then view the discovered quotes in the bestiary with a key press that you can set like this:

beastie.png

and in this screen shot you can scroll through the quotes by pressing up or down

quotes.png
Links in the main posts have the new add in put in the demo and some minor changes in the main script to allow for storage of the quotes and use of KilloZapit's Wordwrapper that's also in the demo so you don't have to use the "|" to force a line break any more if you'd rather just type the description and quotes and let the wordwrapper do the work for you :)
 

Venka

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Updated the script. I forgot to dispose of the instructions image in the battle scene. Thanks to Vis_Mage for pointing it out :)
 

The Prince of Sarcasm

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How would I edit it to make so that when you defeat an enemy, you get some info about it, and when you defeat it again you get more info. I would like to set what stats become available after different amounts kills. If you can do this I would be very grateful.
 

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