dearmona

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@ShadowDragon Yeah I realized a bit after making the post that I needed two categories. Sorry about that. What I envisioned was basically this:

Selecting the encyclopedia from the menu would immediately bring you to your entries list. No need for button input to select and confirm the category - just left and right arrow buttons to hover and navigate categories, and up and down arrows to navigate through the entries.
My current items menu works like this, so for consistency's sake, it'd be nice if the encyclopedia worked like this as well.

I'm not in a rush for it, but if this is no longer something you're interested in working on, no pressure to do anything further. (Thank you for the suggestions!) Where would you suggest I make the thread if so?

@TitanKaempfer Yeaaah I'm not sure what else to suggest. Personally I'm not too worried about translations for my own game yet. Just working to get a strong game and then I'll see if another language is desired. Not sure if that's good or bad or applies to you though.
 

ShadowDragon

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@dearmona if you want left and right for catefory and up and down
for the list instantly, than it goes a bit above my head, because it does
first to select and than the list to confirm it.

so I might not be able to help you achieve that part. some use arrow down
to browse and when left and right deselect the category to browse there.

it's doable, but than I need more js knowledge.

Try to make your own thread and see who is able to add this function for you.
 

TitanKaempfer

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@TitanKaempfer Yeaaah I'm not sure what else to suggest. Personally I'm not too worried about translations for my own game yet. Just working to get a strong game and then I'll see if another language is desired. Not sure if that's good or bad or applies to you though.
I'm a native German and therefore create my game in German as the main language but for sure I want to create at least English as a secondary language so at least non-german players won't miss out completly.

My current workaround would be to declare each line as an own string, the only problem that can cause is that another language with less lines would have empty lines in there.
So I'm letting my post here and hope that maybe either another one knows how to get both plugins to work together, a solution to have empty lines at the end removed automatically or a response/fix of the actual plugin developer.
 

ShenTzu

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Great plugin, added it to my game! A few questions though, is there a way to not show specific parts of an entry? For example, if I don't want to show the items dropped by an enemy, can I remove the "drops" portion of the bestiary entry?

Second, is there a way to unlock all entries for testing purposes? I'd like to make sure there aren't any entries in there that shouldn't be. I know I can use the "discover" plugin command, but as far as I can tell I'd need to discover each entry one by one, which is a huge pain.

And finally, for some reason the armor and weapons entries seems to just keep on going and going. I only have 70 armors in the database, but inside the encyclopedia menu I can scroll down seemingly forever. I reached over 1000 entries and can still scroll down further.
1652291664544.png
Any idea what's going on? Thanks in advance!
 

ShadowDragon

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@ShenTzu to show all entries is possible (should be in the helpfile),
as some portion not showed, require to edit the plugin.

anything related to the certain drops can be ruled out for not showing.
depending on the parts you dont want to show.
 

ShenTzu

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@ShenTzu to show all entries is possible (should be in the helpfile),
as some portion not showed, require to edit the plugin.

anything related to the certain drops can be ruled out for not showing.
depending on the parts you dont want to show.
Yeah, I thought I could remove the code that shows the parts I don't want, but was wondering if there's another way. I'll give that a try.

As for showing all entries, the closest thing I could find in the documentation was this:

This plugin supports the following Plugin Commands:
- CGMVEncyclopedia Discover [symbol] [id]
This plugin command discovered the item with id for the category symbol.
Also works for custom categories.
Ex: CGMVEncyclopedia Discover bestiary 1

If I'm understanding it right, this only unlocks one entry at a time, meaning I'd have to use hundreds of plugin commands to unlock all entries. If there's a plugin command or script I can use to unlock all entries at once, please let me know. Thanks!
 

ShadowDragon

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I believe CGMVEncyclopedia Discover [symbol]
without the ID shows all the entree's, but might be wrong.

just test it or change id to "all", I think it was explained in
one of the pages though.
 

ShenTzu

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I tried all of these combinations (the first one just to test if I have the right [symbol] and command, and I do), but unfortunately none of them worked:1652297042953.png
Maybe I'm not looking for the right thing or misunderstanding something, but I don't see anything about showing all entries in the plugin's "Help" section. I copy and pasted it here in case I'm using an old version that doesn't have the function (I'm using v1.8), or if you mean something else when you say one of the pages.

For terms and conditions using this plugin in your game please visit:
===========================================================================
Become a Patron to get a demo for this plugin as well as beta plugins
https://www.*******.com/CasperGamingRPGM
===========================================================================
Version: 1.8
---------------------------------------------------------------------------
Compatibility: Only tested with my CGMV plugins.
Made for RPG Maker MV 1.6.1
Requires CGMV Core version 1.3+
---------------------------------------------------------------------------
Description: This plugin allows you to add a powerful encyclopedia system
to your game. It can include things such as discovered enemies (bestiary),
items, weapons, armors, etc. and even states or custom categories.
---------------------------------------------------------------------------
Documentation:
This plugin supports the following Plugin Commands:
- CGMVEncyclopedia Discover [symbol] [id]
This plugin command discovered the item with id for the category symbol.
Also works for custom categories.
Ex: CGMVEncyclopedia Discover bestiary 1

- CGMVEncyclopedia Scene
This plugin command calls the Encyclopedia Scene

- CGMVEncyclopedia Initialize
This plugin command reinitializes the encyclopedia data. Only use for
testing with saved games where the data stored in the encyclopedia has
changed.

Custom categories must be manually tracked. Default categories (bestiary,
item, weapon, armor, skill, state) will all be automatically tracked if
included except for some uncommon circumstances.

This plugin supports the following notetags:
<cgmvdesc:[description]> - Puts a "note" in the encyclopedia display page

<cgmvencyclopediahide> - Does not include the item in the encyclopedia

Large Icon Multiplier Option Help:
This option changes the size of the icon displayed by default for items,
armors, weapons, states, and skills. It displaces text to the right based
on its height. Here are some common multiplier sizes that play nice with
text:
Lines displaced: 1, use multiplier size: 1.1
Lines displaced: 2, use multiplier size: 2.2
Lines displaced: 3, use multiplier size: 3.3

Version History:
1.0 - Initial release

1.1:
- Can now scroll with Arrow Keys and Mouse Wheel
- No longer relies on deprecated CGMV Core commands

1.2:
- Fixed an issue with states not tracking properly for achievements

1.3:
- Compatibility patch for SRD SuperToolsEngine

1.4:
- Fixed bug that could cause game to crash when discovering the last item in the database

1.5:
- Fixed bug with skills mixing up TP and MP cost.

1.6:
- Fixed initialization bug that could occur with some other plugins.

1.7:
- Fixed bug with Discover plugin command not working.

1.8:
- Fixed weird display when currency unit began with a space
- Fixed bug with description beginning new line too early when description contained newline character
 

casper667

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@ShenTzu There is no easy way to discover all entries other than one by one. You could try by script call:

Code:
for(var i = 1; i < $dataEnemies.length; i++) {
$cgmv._encyclopedia.processDiscovery('bestiary', i);
}
 

ShenTzu

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@ShenTzu There is no easy way to discover all entries other than one by one. You could try by script call:

Code:
for(var i = 1; i < $dataEnemies.length; i++) {
$cgmv._encyclopedia.processDiscovery('bestiary', i);
}
This works, thank you!

Edit: Any way to fix the issue of weapons and armors having infinite entries?
 

ShenTzu

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After investigating the "infinite entries" issue some more, it seems like it's having trouble going from the last entry back to the first entry. When all weapons/armor entries are unlocked, pressing down after reaching the last entry crashes my game with this error message:
1652315963571.png
If the entries are not unlocked, it just lets you scrolls down infinitely without end like I mentioned before. I tried moving the plugin to various parts of the load order (near the top after CGMV core, after YEP CTB (which is in the error message for some reason), and at the end of the load order), but none of it helped. I'm not sure why other the other categories don't have this issues, but I'll try inspecting the code and seeing what the difference between armor/weapon categories and the item category is. If anyone knows a way to solve this issue, please let me know. Thanks again!
 

casper667

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@ShenTzu Do you use any plugins that modify weapons/armors? I pull directly from $dataWeapons and $dataArmors, so if you don't have thousands of entries in your database then I am not sure why it would think you do. The main issue seems to be the many entries, so I wouldn't really worry about the above crash until the issue of it displaying too many is solved, as that will probably fix whatever crash you are experiencing too.
 

ShenTzu

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@ShenTzu Do you use any plugins that modify weapons/armors? I pull directly from $dataWeapons and $dataArmors, so if you don't have thousands of entries in your database then I am not sure why it would think you do. The main issue seems to be the many entries, so I wouldn't really worry about the above crash until the issue of it displaying too many is solved, as that will probably fix whatever crash you are experiencing too.
I went through all my plugins to find the culprit, and turns out it's YEP ItemCore. More specifically, it was the feature that allowed for Independent Items. If I'm understanding it right, it lets each individual weapon/equipment have its own stats, and has a maximum of about 3000 unique pieces of equipment (incidentally approximately the number of entries in the encyclopedia). Turning off that feature solved the issue.

Thankfully my game doesn't use Independent Items right now, though I had considered it. I don't know how hard it is to create a patch to make your plugin work with it, but if you decide to make one please let us know. Thanks for all the help!
 

ShadowDragon

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YEP_ItemCore is also something that conflict with alot of plugins,
even my inventory plugin.

dont know if you can "exclude" the items not needed, but you cannot
really can go over 2000 items if that was max is it wasn't made for it.
you need to change the json file in order to read that one, and should
than work after it (tested), but who need more than 2000 items?
 

theoryoferin

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Question! I'm using this with MOG's Chrono Engine Plug-In, so my enemies are all on-screen encounters and they are not auto-populating the Bestiary tab after an encounter. I've tried putting the plugin command CGMVEncyclopedia Discover bestiary 8 in the event page of the enemy event (both before and after the other elements for the Chrono Engine) and neither made a difference.

The other categories are all appropriately functioning and I created a "dummy" event where I talk to an NPC with the exact same plugin command and after talking to the NPC, that does populate the entry. Any thoughts on how I might get it to play nice with the Chrono Engine?
 

ShadowDragon

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@theoryoferin if the NPC dont add the entree of the plugin command.
do you have the latest version of the core and encyclopedia?

if you have, can you show both the entry and event page used?
as it does work on my end when talking to add one.

for events, you only need 1, but can we see that event how you
have set that up as well?
 

theoryoferin

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@ShadowDragon The NPC does add the entry as expected, but the enemy does not. I used the NPC as my control to test that it was set up correctly and that the issue was with the enemy.

I've attached my events to show they're set up the same way, regardless.
1653302150599.png
NPC Event

1653302310620.png
Enemy Event

I have version 1.6 for the core and 1.8 for the Encyclopedia plugins -- I believe those are the most updated?
 

ShadowDragon

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you could make a enemy page, not exacly sure on death state.
of those.

I need to look into it as you current enemy keeps repeating
to add it which you dont want either, which you would avoid.

I need to think of a work around in a clean way on how to add it.
as I dont know exactly how it all works (like HP etc).
or how many enemies you have.

otherwise you could run something like:
if: selfswitch C is ON
// nothing happens
else
if HP < 0
add the entry
Selfswitch C = ON
end
end

and B for the deathstage on page 2 (with possible resurrecting over time.

this can help for a single enemy, but not for EACH enemy with ID 8.
if there is a way for that part, each enemy ID 8 will flip Selfswitch C ON.

the only way I can think off, is the normal switches if it's possible to do so.
there might be a cleaner way, but you need to see if you can check if
the HP is lower than 0 (dead) to set entry on it.

another way that might be possible which is weird, is to add it on an autorun
event for each enemy on the map, and SS A ON, and each map add the entry
for enemies that arent new (depending how and where you enter the map).

this can be ugly as you can fetch the data of weaksness intantly or know
about the enemies in the area.

so I'm not sure what you can do as best. maybe check the range of the enemy
first, than add it, and it doesn't do that for the 2nd one.

I cannot tell for a better way for now, the author might know something or can
add something to make that work.
 

theoryoferin

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It has an enemy page in the database, if that's what you meant by create an enemy page?
1653303617350.png
(Variable 4 tracks total enemies killed, variable 26 counts these enemies for a quest -- both unrelated to this, but wanted to make sure it was as clear as possible.)

Currently, this enemy is one-time only, no resurrecting. Once it is encountered and killed, the event is removed from the map. I tried looking at the actual JS file of the plugin to see if I could understand what it's doing once the death state is activated, but I couldn't make any sense of it, beyond it activating the dead switches / variables.

I can have it turn on a self-switch when the enemy dies to run the command, but doing that and using the conditional you suggested didn't add the entry, either, unfortunately.
 

ShadowDragon

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than make a check of variable 4 in this case.
if: script: $gameVariables.value(4) >= 1 && $gameVariables.value(4) <= 2;
CGMVEncyclopedia Discover bestiary 8
else
//nothing here
end.

you can add this on the map where you kill it, or on the enemy itself.
this can be a testing purpose.

this checks if the variable = higher than 1 (1 kill) and lower than 2,
it will add the entry, otherwise, it doesn't.

I dont know if you need it on every enemy, but if you have eventspawner
or from the plugin itself to draw it out, it should pull out the entry, otherwise,
I dont know.

you can try a parallel common event, and pull there all the variables for
the current kill.

but I dont know another way currently.
 

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