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

Redeye

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Problem:

Whenever I try to exit out of the Bestiary screen, I get this error:

Script 'Venka's Bestiary v1.8' line 2129: NoMethodError occured.

 

undefined method `replay' for nil:NilClass

 

 

I don't understand what's going on. Apparently it's something to do with Bgm. I set the Scene Music to nil so it continues to play the music that was playing on the map. Any solutions?

 

EDIT: I also ran into a problem with displaying enemy stats. Apparently, the script will not display an enemy's HP that is above 9999, instead it will just cap off at 9999 and will never go into the 10,000's for some reason.
 
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Redeye

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Bump? I really need help for this.
 

Zack Phoenix

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First of all - awesome script! The reason I prefer this over any other bestiary script is the ability to add actor quotes to the enemies and update the descriptions after a certain amount is defeated.

Sadly I am having the same issue as Redeye: I dont want the scene to have it's own BGM so I set it to nil - I get the same error when exiting the scene and deleting the line in the script makes the music stop when you leave the bestiary scene.

edit: apparently, deleting the line before that fixes the error.
 
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Deathtroth

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Thanks for the script! It rules mang. 

Question: I don't want the Area names to show up until I fight an Enemy notetagged in that area OR until I get to that area, would that be doable? Unfortunately im rgss3 incompetent. XD


Example: you go to the beastinary and it says forsaken forest only after you get there (Or kill an enemy there.) I would take either truthfully,
 

Otto

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Hi :)


i know it's a old post, but hopefull there is still time for help requests;


the script doesn't seem to work with an ABS, after i kill a mob it doesn't show in the bestiary, it's probably because it happens outside of a "real battle",


so here's the question, is there a call script or something to manually insert a monster into the bestiary?
 

Sixth

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I am pretty sure that the information you ask about can be found in the usage instructions in the script.


If you tell me which ABS are you using, I will make a quick patch for you, so you don't have to manually add the entries.
 

Otto

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Hi, thanks for the reply :)


i think i found the information you were refering to, i'll go test that out ASAP.


I'm using Falcao's Pearl ABS, it's fairly famous amongst VXA user as I understand
 

Sixth

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Okay, try this little script:

class Game_Event < Game_Character

alias add_bestiary_stuffs5524 kill_enemy
def kill_enemy
add_bestiary_entries
add_bestiary_stuffs5524
end

def add_bestiary_entries
rpg_enemy = $data_enemies[@enemy.enemy_id]
return if rpg_enemy.nil? || rpg_enemy.skip
unless $game_party.bestiary_include?(rpg_enemy.shown_id)
$game_party.add_enemy($data_enemies[rpg_enemy.shown_id])
end
$game_party.bestiary.each do |entry|
next unless entry.enemy_id == rpg_enemy.shown_id
entry.kills += 1
case entry.kills
when Venka::Bestiary::Show_Elements
entry.elements.size.times {|i| entry.elements = true}
when Venka::Bestiary::Show_States
entry.states.size.times {|i| entry.states = true}
end
end
end

end




Insert this below the ABS scripts.


This should register the enemies and their kill counts automatically when the enemies are killed.


But I did not test this, you will have to do that yourself. :p  
 

Otto

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Okay, try this little script:

class Game_Event < Game_Character

alias add_bestiary_stuffs5524 kill_enemy
def kill_enemy
add_bestiary_entries
add_bestiary_stuffs5524
end

def add_bestiary_entries
rpg_enemy = $data_enemies[@enemy.enemy_id]
return if rpg_enemy.nil? || rpg_enemy.skip
unless $game_party.bestiary_include?(rpg_enemy.shown_id)
$game_party.add_enemy($data_enemies[rpg_enemy.shown_id])
end
$game_party.bestiary.each do |entry|
next unless entry.enemy_id == rpg_enemy.shown_id
entry.kills += 1
case entry.kills
when Venka::Bestiary::Show_Elements
entry.elements.size.times {|i| entry.elements = true}
when Venka::Bestiary::Show_States
entry.states.size.times {|i| entry.states = true}
end
end
end

end




Insert this below the ABS scripts.


This should register the enemies and their kill counts automatically when the enemies are killed.


But I did not test this, you will have to do that yourself. :p  





Will test ASAP :p


Thanks for the help, I really apreciate it :)


edit: It worked!!! :D
 
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Hippofantus

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guys I would need a script for this .. well I dont want the monsters to be added automatically, I want to be able to add it only by skill. But I'm the worst scripter ever. can anyone help me pls? xD
 

HopeFragment

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Does anyone know how to disable this part?


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Scan Skill Setting -
#----------------------------------------------------------------------------
# You can set stuff for the scan skill here. Mostly this is setting text
# that appears in the game. You can also set the key that is pressed to
# make the pop up window show when you select an enemy in the enemy window.
# NOTE: The window will pop up on a successful scan as well
#
# Key options are: :A - this is the Shift key
# :X - this is the A key :Y - this is the S key
# :Z - this is the D key :L - this is PageUp/Q Keys
# :R - this is PageDw/W keys :SHIFT, :CTRL, :ATL - shift, cntl, atl keys
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Target_Scanned = "%s was studied!" # Battle message when successfully scanned
No_Scan = "%s can't be studied!" # Battle message when target can't be scanned
No_Info = "No information found..." # Text when the target is immune to scans.
Scan_PopUp = :SHIFT # Input key to make the window pop up


as in the press shift for scan popup... I don't want to use that. I want the skill to be the only way to scan enemies. Would putting "nil" there do it?
 

Vis_Mage

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Quick question, normally the script will adjust the description lines depending on resolution (3 by default, this can be seen in the demo). Could someone help me add another line (or two)  for description in the beastiery?
 

HopeFragment

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Quick question, normally the script will adjust the description lines depending on resolution (3 by default, this can be seen in the demo). Could someone help me add another line (or two)  for description in the beastiery?
idk how to do that but you can adjust the font size to be smaller so you can fit more lines that way, just look for the font settings and see what font size works for you. That's what I did because yeah I agree, there's not enough room in the description.
 
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I'm very confused with how to use this. (I'm a noob, don't kill me) I don't understand how to make it work.
 

DoctorArtist

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http://orig03.deviantart.net/8229/f/2016/196/a/2/shifttoscantargetlocation_by_thedoctorartist-daa62au.png


Hey there, was having a problem and I was hoping someone on this forum could help me, seeing how this is part of the script.


I'm having issues finding out how to move the "Press Shift to see more info..." text. I want to move it to another part of the screen, but since day one its been stuck under my characters. Please, if you could be so kind as to direct me to which part of the script needs editing...?
 

RupamOntherocks

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Status Resistance is not showing in bestiary. I set an enemy with "Poison" state resist, but in bestiary all the states values are showing this - "??"


Any help?
 

Otto

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Status Resistance is not showing in bestiary. I set an enemy with "Poison" state resist, but in bestiary all the states values are showing this - "??"


Any help?


there are some entries in the config part of the script where you basically set how many kills are necessary to unlock that part of information, so if for example Show_States (around line 194) is set to 3 you would have to kill that enemy 3 times before that information shows up... with that said, i have set it to one and i still sometimes don't get to show it, so there might be a bug elsewhere in the script, but just try to change that line to 1, and see what happens
 

RupamOntherocks

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there are some entries in the config part of the script where you basically set how many kills are necessary to unlock that part of information, so if for example Show_States (around line 194) is set to 3 you would have to kill that enemy 3 times before that information shows up... with that said, i have set it to one and i still sometimes don't get to show it, so there might be a bug elsewhere in the script, but just try to change that line to 1, and see what happens
I set them to 1. All of them to 1. Means all the info will be revealed after the 1st battle is over. But nope, everything is showing except status resistances.
 

captainproton

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I was under the impression the resistances wouldn't show until you tried to apply it in battle. 
 

RupamOntherocks

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I was under the impression the resistances wouldn't show until you tried to apply it in battle. 
You mean, a state has to be applied on an enemy to show that particular state resistance in bestiary?
 

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