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

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Venka, Sep 21, 2014.

  1. captainproton

    captainproton Dangerously Nifty Veteran

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    Basically.  Or, rather, an attempt to apply said state has to be made.  Like, you don't know if Green Slime is immune to Sleep until you try to cast Hypnosis, or that Zombies are immune to poison until you hit them with the Viper Spear.  


    At least, the elemental resistances/weaknesses work that way.
     
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  2. RupamOntherocks

    RupamOntherocks Villager Member

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    Yeah thanks for that. I've done as you said, and it's working.


    Anyway. Is it possible to show an animated sprite instead of the enemy battler graphic in the bestiary?


    Animated means just stepping animation of 3x4 dimension sprite.
     
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  3. Omega Five

    Omega Five Advanced Meember Veteran

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    This does not work with Yanfly Engine Ace - Ace Battle System.


    When I scan an enemy, the "Scan Completed" message appears as usual, but no entry is made in the Bestiary.


    A fix would be appreciated.
     
  4. BCj

    BCj Veteran Veteran

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    Wondering about this too.
     
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  5. kawagiri

    kawagiri Warper Member

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    Is it just me that has a problem of the stats not showing initially when pressing shift on the target selection screen?


    It fixes itself when you change categories, but it's kind of annoying how it comes up blank. (scan skill shows it up fine.)


    I'm not a coder at all and half of the junk I've tried crowbarring into the area where the shift command is "Scan_PopUp" is probably incorrect or was in the wrong place, but I can't get it to refresh and show it's contents immediately upon loading the window through using shift...


    If anyone could help it would be much appreciated.


    This is the part I tried fiddling with to try and force an update... (and no, I've not added or removed anything extra here.)

    alias show_enemy_info_update update
      def update
        show_enemy_info_update
        if @enemy_window.active && Input.trigger?(Venka::Bestiary::Scan_PopUp)
          show_enemy_info(@enemy_window.enemy.enemy_id)
        end
      end
     
  6. Sixth

    Sixth Veteran Veteran

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    In the method you wrote above, find this line:


    show_enemy_info(@enemy_window.enemy.enemy_id)


    And add this one below that:


    @stats_window.refresh


    This should fix your issue.
     
  7. kawagiri

    kawagiri Warper Member

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    unfortunately it's still coming up blank after pressing shift, even with this snippet.
     
  8. Sixth

    Sixth Veteran Veteran

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    Ohh, yeah, forgot what Venka did in that method. Remove the line you added if it is still there.


    Just above the method you found, you will see this method:

    Code:
    
      def show_enemy_info(enemy_id)
        @stats_window.show
        @stats_selection.enemy_id = enemy_id
        @stats_window.enemy_id = enemy_id
        @stats_window.refresh # <-- Add this here!
        @stats_selection.show.activate
        @stats_selection.wait_to_close
      end
    

    I marked the line I added. 


    This should fix the issue.
     
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  9. kawagiri

    kawagiri Warper Member

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    Fantastic! Magnifique! Wunderbar!


    works like a charm, and now the script seems 100% perfect. Much appreciated thanks :)
     
  10. Fireworker

    Fireworker Veteran Veteran

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    I'd have to say the Actor Quotes is the reason I like this so much, it fits right into my project like a charm!
     
  11. kawagiri

    kawagiri Warper Member

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    As this user previously asked, I'm also searching for a way to restrict categories showing until it contains an active entry.


    Doing a category to show monsters located in each area is good to help find rarer mobs in my game for some of the tougher to find materials and items.


    Unfortunately, doing this also means currently that all areas show on the bestiary which will suck out some of the surprises.


    unsure if the location which needs attention is this:

    Code:
      #----------------------------------------------------------------------------
      # ● upgraded method: make_command_list
      #----------------------------------------------------------------------------
      def make_command_list
        @categories.each{|key, info| add_command(info[:name], key)}
      end
     
  12. RedMage583

    RedMage583 Warper Member

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    Is there anyway to change the music when an entry for the bestiary is opened?

    i.e play the battle theme associated with that monster as you view their entry then have it revert to the bestiary theme when you close it
     
  13. Esjitu

    Esjitu Villager Member

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  14. Vis_Mage

    Vis_Mage Novice Magician Veteran

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    If possible, could someone help me with a small change to the Actor Input add on?

    As it stands, whenever you would check an enemy's stats (pressing SHIFT when attacking, etc.), a random actor input for the enemy is shown. Would it be possible to change it so that the actor input would only show when they use the scan skill on an enemy?
     
  15. Vis_Mage

    Vis_Mage Novice Magician Veteran

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    I've run into a bit of a different problem, that I'm hoping someone could help me out with.

    By chance, is there any way to add to the kill count of a monster as a script call?

    I ran into some script incompatibility that prevents the kill count from working normally, and I'm hoping I can increase it manually.
     
  16. CarterAjamie

    CarterAjamie Veteran Veteran

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    This is absolutely amazing, but could someone tell me how to make descriptions for the enemies?
     
  17. Roninator2

    Roninator2 Gamer Veteran

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    Read the Script header.
    - Enemy Note Tags -
     
  18. CarterAjamie

    CarterAjamie Veteran Veteran

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    thank you!
     
  19. CarterAjamie

    CarterAjamie Veteran Veteran

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    wait, actually can you be a bit more specific, i am having some issues
     
  20. Roninator2

    Roninator2 Gamer Veteran

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    1. Don't double post. You have to edit your posts if it's less than 72 hours. Read the forum rules if you did not know this.
    2. Venka bestiary script lines 58-67.
    put this into the notes of the enemy.
    <description1: your text goes here>
     

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