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

Venka

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Umm sorry it took me a while to get to this. I'll see if I can get that worked in tomorrow :) I've been meaning to put in a scrolling speed setting in the customize section for this script as well, so will do that as well.

edit:

I'll update the main post tomorrow.. but here's the script

https://www.dropbox.com/s/5nl7tfzqpmlh5v5/Beastiary%20v1.5.txt?dl=0

my daughter has re-drawn the demo map for me and I need to replace it from a back up one and I just don't feel like doing that right now =P But you should be able to plug that into the demo in the main post and it should work.

It lets you set the scroll speed for viewing states/elements. You can also set what info will be revealed at x amount of kills. You can set base stats, elements, states, loot, and skills at all different kill counts or just set them all to 1 to turn them on as soon as you kill at least one of the given enemy.
 
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Cursory

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Oh Noes!

 

I think I've found a major bug concerning the scriptcall  "add_enemy_entry(enemy_id)"

 

Using an event that uses this scriptcall to add an enemy works fine once, but if you try to use this scriptcall to add a different enemy anytime after this, the entire game crashes. :'(

 

I do also want to say that this is the single best monsterbook/encyclopedia/bestiary script that I've ever found T.T I hope there's a fix for this :)

 

(Oh, and this is using no other scripts and purely the freshly-downloaded demo :p )

 

 
 

Venka

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Oh noes indeed! I've had family in town for the past few days for the holidays. I should have a bit of time tomorrow and I'll see if I can get a fix for this out. Thanks for the catch :)

edit: ok the fix wasn't too bad. I'll try to update the links in the first post soon but here's the change

#---------------------------------------------------------------------------- # ○ new method: add_enemy_entry #---------------------------------------------------------------------------- def add_enemy_entry(enemy_id) rpg_enemy = $data_enemies[enemy_id] return if rpg_enemy.nil? || rpg_enemy.skip if $game_party.bestiary == [] $game_party.add_enemy($data_enemies[rpg_enemy.shown_id]) elsif !$game_party.bestiary_include?(rpg_enemy.shown_id) $game_party.add_enemy($data_enemies[rpg_enemy.shown_id]) end endif you find that def in the script, replace it with the new one here. It's at line 636 in the demo project
 
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bgillisp

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I tried to use this script in my game, it works fine except for one nagging problem. See, I use Yanfly's passive states scripts to add all my resistances/weaknesses for the class the monster is in (this way I can change it once to change for all in that class), and the script ignores any weaknesses or resistances added to a passive state. I don't know if an add-on for this is possible, and I may try to write one myself over the holidays but did want to make you aware it is not counting any resistances or weaknesses from passive states on the monsters.
 

Cursory

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Hi Venka! I don’t know if you’ll care about this but I thought I’d send it to you anyway X)

Making a detective game, I was actually looking around forever for some kind of Journal/notes system to record people, places, puzzles, etc (that actually updates)  -and I couldn't find anything that did the job or at least not without a ton of tedious work :p

But then I found your Bestiary script and just WOW –It’s so easy and customizable that with some tweaking it actually does everything I ever wanted!

So um, I messed with it a bit and made a little 2 minute Who-Done-It demo to show how your system can be applied to mystery games :p

It’s rough and lame and silly but I think it shows how many cool things that can be done for all the game-makers out there who are looking for an easy recording script :D

I hope it’s okay  ‘ 3’

http://www.mediafire.com/download/xipp0a1w0xqhnc6/Venkas_Investigation_Notes.rar

ScreenHunter_77 Dec. 04 19.38.jpg

ScreenHunter_78 Dec. 04 19.47.jpg
 

Venka

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LOL!! I just finished playing through the demo and I didn't expect the ending and it was hilarious ;) Good use of the script and are the script entries still bugged? I'll have to check that out or see if you can use the kill count to update their descriptions some kind of way or something :)
 
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bgillisp

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Prefect, thanks!
 

MisterTorgue

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2 Things,

1 I have got your 1.5 version, whats the difference to 1.7? :)

Also

If anyone has an issue where, when you use the scan and it comes up with "failed" use Yanfly's anti fail message script, works a treat for this =]
 

Venka

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Sorry was busy today. I put a change log I've been meaning to put in the original post. Thanks for pointing it out to remind me to get it done :)

As to the changes from 1.5:

- You can set the scroll speed of the window to make it faster or slower.

- You can reveal stats based on kill counts now. So maybe you don't want the player to know anything about the enemy til they kill it at least once, then maybe after 20 kills they learn their elemental weaknesses, etc.

- Bug fix for adding in bestiary entries manually (it'd crash after the first entry was made).

- Made it so the bestiary information reflected total stats (and elemental/status resists) based on buffs/debuffs and passive states. Mostly this is useful if you have a script like Yanfly's Passive states script that give enemies bonus stats.
 

MisterTorgue

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Is there anyway to make it so you can't scan certain monsters, so you need to kill x amount of them to find out information?

as I wanted to do this for some tournament monsters that the further you got in, the more you knew about the creatures but by default my main character has scan :p
 

Venka

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should be able to use a note tag in the enemy's note box - <no_scan>

This will make the enemy immune to the scan skill and you'll learn nothing from using it on them.
 

MisterTorgue

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how do you put a line down in the description

as I tried just entering down a line and it had a fit! (as in didnt display anything)

letting it run off and go down a line, it runs off the screen on the bestiary (also love this script btw) 
 

ZephyrosMX

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Hey, Venka! Great script! I'm having a bit of a problem however. Since I am using a different Menu script, I was wondering if there was a way to call upon this Bestiary Logbook manually. So my character will go inside a house, and he can access said book from there. Your bestiary works amazingly and I was wondering if that were possible. If not, can you go the extra mile to implement this feature? I think personally, that for some people this would be better.
 
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Been looking for something like this but the pothers were outdated, so cool! Thanks for this :)
 

Venka

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Thanks guys :)

@ZephyrosMX: You can call the bestiary menu with a script call in an event or common event by putting this in a script call command:

SceneManager.call(Scene_Bestiary)So you could make a book an event on a table inside the house and when the player touches the book, it will open :)
 

Narcissus

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An absolutely amazing script! I wish I found it sooner! One of the most fun and informative bestiary I have had the pleasure to use.

However, may I make a small suggestion?

Can there be another small section on the statistics page for debuff resistances?

Again, thanks for this fantastic script.
 

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