Monster Catalogue

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Would it be possible to include a count of how many of a specific monster has been defeated, so you can get items etc. when you defeat a set number of that monster?

This, but like they did in FFXII perhaps....where the number of individual monsters were tabbed (and extra pages of info became unlocked after certain requirements were met), and a little bar kept track of overall progress in the catalogue.

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in my game it brings up the error "Script 'Monster Catalogue' line 363: typeerror occurred. undefined superclass ` catalogue base'" :(
« Last Edit: July 09, 2011, 12:02:21 AM by m3aga1n »

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Please note that this script requires the Catalogue Base script. Bitmap Addons is recommended.

Did you grab the Catalogue Base script from that link?

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And you made sure that it is above the Monster Catalogue in order in the Script Editor.

So it should be:

Catalogue Base
Monster Catalogue

and not:

Monster Catalogue
Catalogue Base

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Hi, Modern!
I'm a Fan of your scripts XD i'm using already the ATS 3.0c and the Monster Catalogue and they are really awesome.
I've just a question if you could help me out^^

i...emm... i AM a complete noob on scripting, so i'm trying to compile the catalogue and until now i figured out how to add monster to catalogue, but about their description. Each monster in any one catalogue has the same description?
This means i must make to say 100 catalogue if i want 100 different description under each monster? I cannot find the "spot" where add the personal description for each monster. or is the description unique for each catalogue?
Thanks again for your awesome works, and for your time, Modern Algebra ^^

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Uh...enmmm sorry Algebra...is my fault. My english lack a bit, so i noticed only now this part...



#    By default, the all enemies catalogue has an ID of 20, and this is because
#   I didn't want it to interfere if you also have the Items Catalogue. Remember
#   that NO catalogue can have the same ID as another, even if they are
#   different scripts. So, by default, to call the all enemies catalogue, the
#   code is:
#
#      $scene = Scene_Catalogue.new (20)
#
#  To manually "encounter" an enemy without having to actually fight the
# monster, you can use the code in a Call Script:
#
#    encounter_monster (monster_id)
#      monster_id : the ID of the monster to encounter
#
#    Some Enemy data can be set in the notebox.
#
#      SPECIES
#  In order to make monster collection a little more interesting, it is
# possible to give an enemy a species now. It is purely cosmetic. If you wish
# to get rid of it altogether, then go down to lines 163 and 127 and change
# the name to "" and icon to 0. Those are the default species settings.
# However, you can change species settings on an individual enemy basis by
# putting these codes in the note box of the enemy:
#
#    \species["<name>"]
#      name : the name of the species.
#    \species_icon[<index>]
#      index : the icon index for the species
#
#  Example:
#    \species[Undead]
#    \species_icon[112]
#
#      ICON
#  In order to make the monster list a little more interesting looking, you can
# give them individual icons to show up in that list. If you do not give them
# an individual icon, then it will default to showing the species icon. The
# code to put in the notes box is:
#
#    \icon[<index>]
#      index : the index of the icon you want to use.
#
#  Example:
#    \icon[1]
#
#  Note: if you want to keep a species icon, but don't want any icons to show
#   up next to the monster's name in the list, than you can manually set the
#   icon to blank with the code: \icon[0]
#
#      DESCRIPTION
#  Another feature to make the screens a little more interesting is that you
# can give monsters individual descriptions. If you don't give them a
# description, than it will default to the value at line 166. The code to put in
# the note box is:
#
#    \description[<text>]
#      text : the description text. Don't worry about extending past one line.
#
#  Example:
#    \description[It may be blind,
#     but it's still a dangerous
#     foe]
#
#      CATALOGUE Y
#  This is something purely cosmetic. By default, the monster battler is drawn
# at about 48 pixels in the catalogue window. This allows you to change that
# y value if you so desire. It can make for a nice effect with maybe flying
# creatures appearing a little over the border, for instance, or anything like
# that really. It's very unnecessary though, and I recommend you not altering
# it. The code to put in the note box is:

#    \cat_y[<new_y>]
#      new_y : the y position for the battler in the catalogue window
#
#  Example:
#    \cat_y[16]

so i must add the description in the notebox under the enemies text-note heheheeh XD figured out!

Anyway i really like your works, they are easy to understand and to use, and seldom have problems. i just cant use the ATS 3.0c in his full glory since i cant figure out some issues, but is ok...i will try again and again to fully understand how can i configure it XD

Thanks for your Works and Time, i really appreciate it! ^^

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A last question, if you can answer when you have time ^^
Is there a way to make the description box to contain more words?
It has around a line of description...it would be very nice to add more, and more, also maybe a little histori of the species...i'm asking to much, or it is possible to configure longer description, somehow? ^^
Thanks again...i'm gratefoul.

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I'm baaack!
This is a great script, but I have a question about it. How hard would it be to make this an actor catalogue? I need one for my game since all the actors are the same as the monsters, and it would probably be easier to use.

EDIT:

@fenicearcana

I'm not good with scripting either, but I think I can increase the size of the description :D I fixed the Advanced Text System name box to use more then 5 letters (took me hours D:). I'm also making a script where I added 5 extra armour options, which involved me resizing a few windows and having just one coloumn for armours, in the select box. This shouldn't be too hard.

EDIT2: This script is more complicaated then anything I've edited before :( All I found was the desciption definition, and I don't know enough to work with that.

@MA

Do you want me to post the ATS edit I made? I remember how it didn't grow enough when I used large names, so I spent a few hours trying to figure it out and it works. I just tested it by puting "Over Six Letters" then I added tolololll and it still worked.

Here's a screenshot:
« Last Edit: September 02, 2011, 06:11:32 PM by Infinate X »

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Cool, yes, if you can post it, i will appreciate ^^

Today, programming, i've found a BIG problem...
Now that i've the Monter catalogue in my game, it crash on site where it didnt crash before...

the problem is, when i use a variable to check the number of any item in the inventory, it say:

Script 'Game_Interpreter' line 750:NoMethodError occurred. undefined method '[]' for nil:NilClass

The line 750 is:       actor = $game_actors[@parameters[1]]
I really dont know what it means...something about exp? why exp?

This happen anytime i use something like:

Contol Variables [00xx:wood carried]=[wood] in inventary

the full input is
Contol Variables [00xx:wood carried]=[wood] in inventary
  Conditional Branch: Variable [00xx:wood carried] >= 80
    Text: "You are carring much Wood! Beware, anything over 99 units will be
         discarded!"
    Else: Nothing

Doesent matter if i use a Action Button or Parallel Event.

I've tried to change the variable position, the item position and number, nothing...
it still crash when i check the variable. I've also tried to change the icon XD
Seems if i dont want to trow away my game, i must forget about using the Monter Catalogue...what a shame...i liked so much, but i cant find a way to solve that crash... i've plenty of Quests like "find X number of Y and bring to me" so i need to use variables that way...

Any ideas to solve it? ^^

Thanks for your time, anyway, is cool chat abaut our games like that eheheh XD

PS: i'm using VX, just to say ^^
« Last Edit: September 02, 2011, 07:45:25 PM by fenicearcana »

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i've tried to delete the Monster Catalogue...the ATS 3....the Omega journal quest...
i've deleted any script i've added...but that error show anyway...what does this means?
then is not scripts fault...maybe i've used to much variables in the whole game and it got bugged and mad? O.o
i just cant understand...i've never messed up with anything strange aside adding some script in the right area and now suddently the game crash if i try to count the item in the inventory of the party...
If i cant fix this i think i've lost tre month of game-creating...how sad -.-

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No, it's an error in the default scripts. Go to command_122 of Game_Interpreter and replace the whole method with the following:

Code: [Select]
  def command_122
    value = 0
    case @params[3]  # Operand
    when 0  # Constant
      value = @params[4]
    when 1  # Variable
      value = $game_variables[@params[4]]
    when 2  # Random
      value = @params[4] + rand(@params[5] - @params[4] + 1)
    when 3  # Item
      value = $game_party.item_number($data_items[@params[4]])
    when 4
      actor = $game_actors[@params[4]]
      if actor != nil
        case @params[5]
        when 0  # Level
          value = actor.level
        when 1  # Experience
          value = actor.exp
        when 2  # HP
          value = actor.hp
        when 3  # MP
          value = actor.mp
        when 4  # Maximum HP
          value = actor.maxhp
        when 5  # Maximum MP
          value = actor.maxmp
        when 6  # Attack
          value = actor.atk
        when 7  # Defense
          value = actor.def
        when 8  # Spirit
          value = actor.spi
        when 9  # Agility
          value = actor.agi
        end
      end
    when 5  # Enemy
      enemy = $game_troop.members[@params[4]]
      if enemy != nil
        case @params[5]
        when 0  # HP
          value = enemy.hp
        when 1  # MP
          value = enemy.mp
        when 2  # Maximum HP
          value = enemy.maxhp
        when 3  # Maximum MP
          value = enemy.maxmp
        when 4  # Attack
          value = enemy.atk
        when 5  # Defense
          value = enemy.def
        when 6  # Spirit
          value = enemy.spi
        when 7  # Agility
          value = enemy.agi
        end
      end
    when 6  # Character
      character = get_character(@params[4])
      if character != nil
        case @params[5]
        when 0  # x-coordinate
          value = character.x
        when 1  # y-coordinate
          value = character.y
        when 2  # direction
          value = character.direction
        when 3  # screen x-coordinate
          value = character.screen_x
        when 4  # screen y-coordinate
          value = character.screen_y
        end
      end
    when 7  # Other
      case @params[4]
      when 0  # map ID
        value = $game_map.map_id
      when 1  # number of party members
        value = $game_party.members.size
      when 2  # gold
        value = $game_party.gold
      when 3  # steps
        value = $game_party.steps
      when 4  # play time
        value = Graphics.frame_count / Graphics.frame_rate
      when 5  # timer
        value = $game_system.timer / Graphics.frame_rate
      when 6  # save count
        value = $game_system.save_count
      end
    end
    for i in @params[0] .. @params[1]   # Batch control
      case @params[2]  # Operation
      when 0  # Set
        $game_variables[i] = value
      when 1  # Add
        $game_variables[i] += value
      when 2  # Sub
        $game_variables[i] -= value
      when 3  # Mul
        $game_variables[i] *= value
      when 4  # Div
        $game_variables[i] /= value if value != 0
      when 5  # Mod
        $game_variables[i] %= value if value != 0
      end
      if $game_variables[i] > 99999999    # Maximum limit check
        $game_variables[i] = 99999999
      end
      if $game_variables[i] < -99999999   # Minimum limit check
        $game_variables[i] = -99999999
      end
    end
    $game_map.need_refresh = true
    return true
  end

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Thanks, i've relpied in the other post...i'm a bit chaotic when facing trouble and i'm not very skilled with forum chatting :P
But thanks, you saved my hard work and give me the hope in the future *_*

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i have a problem, any time i kill a monster more than once it duplicates, why is this, for instance i killed 3 slimes and 3 slimes are appearing in the catalog  :'(

The last supper, depicted as said in the pokebible

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That shouldn't happen and doesn't by default. I suspect that it is conflicting with another script, possibly one which varies the stats of monsters or, for whatever reasons, assigns monsters unique IDs.

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Hey

can i also add this as an Menu Option somehow?
i tried around a bit but it keeps erroring XD

i somehow doesn't want to add it as an Item or on-Map event but a Menu option ><

only menu Scripts i'm using is a Party Script and a Status Screen modifier

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Quote
can i also add this as an Menu Option somehow?
i tried around a bit but it keeps erroring XD

i somehow doesn't want to add it as an Item or on-Map event but a Menu option ><

only menu Scripts i'm using is a Party Script and a Status Screen modifier

What exactly do you mean 'as a menu option'?

If your asking to get this put into the main menu as a selectable option, then, which menu are you using (Custom or Original)?


Or do you mean you want the menu to be activated from an item (Like a monster's book or something like that)?

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as said the only thing that affects the Menu for me is the Reserve Party (by Modern Algebra)

other than that there's a Save menu and Status modification but they don't affect the design of the menu at all

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So... does that mean you got it working or do you still need help?

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well i asked if there's a way to make it appear in the Menu like the party thing does, i didn't accomplish that yet sadly.

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Open up your script editor and under 'materials' but above 'main' create a new script and input this code.

Code: [Select]
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  alias MA_MON_CAT_CMMDWINDOW_9hgy create_command_window
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = "Monster Catalogue"
    s6 = Vocab::save
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(5, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  alias MA_MON_CAT_UPDATE_9hgy update_command_selection
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4
        $scene = Scene_Catalogue.new (20)
      when 5      # Save
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

This is for the default menu however, so if you start using a custom menu, it may need to be updated to include your other menu items.

Edit: I forgot to mention that you could change the name of the option on line 17
Code: [Select]
#    s5 = "Monster Catalogue"  < Replace the text in " "
                     
« Last Edit: April 23, 2012, 04:22:24 AM by Chris 3 »

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Thanks :3 it works now :3

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I don't know about everyone else, but I think that something like a database (or catalogue) should be an item or book in your inventory.

If that is your aim and you don't know how to do this, just download this demo here:
Monster Catalogue Item

and copy the item 'Monster Catalogue' and the common event 'Monster Catalogue' to your game.

Make sure you set the common event in the item info to the same one your using for the monster catalogue.

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In the game i'm making the Main character has the Ability to remember all Monsters that were defeated at least once ^^
so a book wouldn't be right for me.. if the menu wouldn't work now it would actually be a Skill by now :<

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Ah. Don't worry, I was referring to everyone.