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[MISSING] Bestiary v1.2b

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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
« Last Edit: May 17, 2007, 11:35:17 AM by Blizzard »
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********
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Level 96
2011 Most Missed Member2010 Zero To Hero
Say I'm using this for an action RPG. If an enemy is killed outside of the default battle system, and on the map instead, will it appear in the beastiary?

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Include a "Call script" command when the enemy "event" disappears. Write

Code: [Select]
$game_system.enable(ID)

where ID is the ID of the enemy in the database. This will add the enemy into the bestiary if he isn´t already there. Of course this means, you have to make enemies in your database be the same as on the map.
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********
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Level 96
2011 Most Missed Member2010 Zero To Hero
Thanks a lot man, I appreciate it.

***
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Level 88
I got a Syntax Error
 ??????"Bestiary Script'? 584????Syntax Error????????????
Please Correct it, thank you in advance  ;D



********
EXA
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You haven´t copied the code correctly, there is an "end" missing.
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I love Firerain
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Level 97
=D
Thias script..its awsome..
There are so many poke-a-man games, this will be useful
Arlen is hot.

*
Rep: +0/-0Level 88
When I use this and load the bestiary no text or anything is shown...whats up with that??

********
EXA
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Level 92
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Search for the RMXP FAQ at this forum. There you will find an answer. And I should update the code and fix that... >.<
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Rep: +0/-0Level 88
Hello
Marks a syntax error here
Code: [Select]
if not $game_system.beasts.include?(enemy.id))

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Marks a syntax error here
Code: [Select]
if not $game_system.beasts.include?(enemy.id))

It should be

Code: [Select]
if not $game_system.beasts.include?(enemy.id)
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&&&&&&&&&&&&&&&&&&&&&&&&&&&
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« Last Edit: January 13, 2014, 07:05:13 AM by Lord Eddard Stark »
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********
EXA
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Level 92
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Project of the Month winner for April 2007
Oops... >.< I forgot to add that into the instructions. Use the "Call script" event command and type

Code: [Select]
$scene = Scene_Bestiary.new
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********
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Level 96
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Say I want to make it accesible from the game menu? I've almost got it, but whenever I open the menu it opens up the script automatically. I added another option (S7) for it. How do I make it so that !. It only activates when I slect option 7 and 2. when I hit "B" it returns to the menu instead of the map?

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Double posting to get Blizzard's attention before he leaves for the day.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I wanted to reply yesterday, but I forgot. >.<

In the script, line 555:

Code: [Select]
      $scene = Scene_Map.new

Change it to:

Code: [Select]
      $scene = Scene_Menu.new(INDEX)

where INDEX is the choice on what the cursor should be placed when returning to the menu.

Open Scene_Menu and change

Code: [Select]
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

to

Code: [Select]
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Bestiary"
    s6 = "Save"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])

Now find this part further below in the same script:

Code: [Select]
      when 4  # save
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5  # end game
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end

(I removed the comments.) Change it to:

Code: [Select]
      when 4  # Bestiary
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Bestiary.new
      when 5  # save
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 6  # end game
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end

That works with anything, not just my Bestiary. You can add i.e. a Party Switcher that way or any other scene.
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Level 96
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Thanks a lot man! That's a big, BIG help.

**
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Level 88
Where's the head of a chocolate coronet? :O
Awesome script, loved the fact you can view monsters' stats. I have a question though. How do you make the events and the Hero temporaily disappear? Whenever my besitary opens, all the events (Objects and NPCs) and my hero appear over the besitary window. It annoys me a little since the event might be possibly be blocking some of the text. I would like to know any way of making them disappear (As I said earlier). Thanks!
« Last Edit: October 16, 2006, 11:24:21 PM by Starrodkirby86 »

********
EXA
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Level 92
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Project of the Month winner for April 2007
You can the window's opacity with ENTER/SPACE. Tell me if the problem is still there.
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Level 88
Where's the head of a chocolate coronet? :O
You can the window's opacity with ENTER/SPACE. Tell me if the problem is still there.
I tried your Opacity option on the besitary, and the events still block the text. I'll show you an example:

As you can see, the NPC is blocking the name and the pawn is blocking the HP. Please tell me what to do from here.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Find these lines:

Code: [Select]
    get_enemies
    @bestiary_size_now = @enemies.size
    refresh

put a self.z = 10000 under them, so it looks like this here:

Code: [Select]
    get_enemies
    @bestiary_size_now = @enemies.size
    refresh
    self.z = 10000

That should do it.
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Level 88
Where's the head of a chocolate coronet? :O
Thank you! It works now!!!  ;D

***
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I AM THAT IS.
Sorry guys but I am a complete noob. I copied and pasted the script before and main and...nothing happened. I also have the detect ability but the window just ends being blank. Please don't tell me to read the configuration cause i have no idea what to do. Please help me. :(
« Last Edit: October 25, 2006, 09:15:29 PM by oneray »

**
Rep:
Level 88
Where's the head of a chocolate coronet? :O
Sorry guys but I am a complete noob. I copied and pasted the script before and main and...nothing happened. I also have the detect ability but the window just ends being blank. Please don't tell me to read the configuration cause i have no idea what to do. Please help me. :(
Did you create an event (Whether common event or not) that has the Call Script command containing
Code: [Select]
$scene = Scene_Bestiary.new
?
If you did not, that is why you cannot open it. Also, the way I corrected the blank words and stuff was when I got a CMS script (Blizzard's). I don't know how to correct it w/out using the CMS script.

***
Rep:
Level 88
I AM THAT IS.
No, i just took the script and stuck it right above main. What i am trying to say is that when battling, i don't know how to activate bestiary
« Last Edit: October 25, 2006, 10:12:23 PM by oneray »