Venka

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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.
 
Last edited by a moderator:

Cursory

Villager
Member
Joined
Oct 28, 2014
Messages
5
Reaction score
2
First Language
English
Primarily Uses
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

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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
 
Last edited by a moderator:

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
14,627
Reaction score
16,033
First Language
English
Primarily Uses
RMVXA
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

Villager
Member
Joined
Oct 28, 2014
Messages
5
Reaction score
2
First Language
English
Primarily Uses
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

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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 :)
 
Last edited by a moderator:

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
14,627
Reaction score
16,033
First Language
English
Primarily Uses
RMVXA
Prefect, thanks!
 

MisterTorgue

Explosioooooooons!
Regular
Joined
Nov 4, 2014
Messages
324
Reaction score
49
First Language
Explosions!
Primarily Uses
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

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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

Explosioooooooons!
Regular
Joined
Nov 4, 2014
Messages
324
Reaction score
49
First Language
Explosions!
Primarily Uses
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

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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

Explosioooooooons!
Regular
Joined
Nov 4, 2014
Messages
324
Reaction score
49
First Language
Explosions!
Primarily Uses
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

Game Developer and Youtuber
Member
Joined
Jan 18, 2014
Messages
14
Reaction score
0
First Language
English
Primarily Uses
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.
 
Joined
Nov 6, 2013
Messages
945
Reaction score
153
First Language
Cookie
Primarily Uses
Been looking for something like this but the pothers were outdated, so cool! Thanks for this :)
 

Venka

Regular
Regular
Joined
Jun 20, 2012
Messages
945
Reaction score
367
First Language
English
Primarily Uses
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

Master of Matters
Regular
Joined
Sep 4, 2013
Messages
73
Reaction score
11
First Language
English
Primarily Uses
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.
 

Latest Threads

Latest Posts

Latest Profile Posts

Trying yet another hairstyle for Eliza and also been playing around with lights and shade
TSR
Capture d’écran, le 2023-06-18 à 12.53.13.png
At the end of chapter 1, the party get the world map key item which enable a mini map on the overworld. Alternatively, you can 'use' the world map from the item menu to see this representation of the world.
Have a nice weekend :cutesmile:
Baby sketches
VwUqfJ7hG9Y.jpg
She caught you for doing questionable stuff
383001878_10223238866908166_8958319270677218922_n.jpg
Me trying art tutorials be like:
Artist: Okay guys, you're just going to want to start with a simple circle as your base
Me: Man, mine looks nothing like the picture
Sqaure.png

Forum statistics

Threads
134,747
Messages
1,250,258
Members
177,505
Latest member
isjuanplayer
Top