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[MISSING] Bestiary v1.2b

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EXA
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Opening the bestiary in the battle scene and returning to it will automatically reset the battle and is therefore not recommened. Adding enemies into the bestiary is exectued automatically.
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Level 88
I AM THAT IS.
So there is no way of viewing the beasts after? Also, how to do i input information about the monsters?

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EXA
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Use a "Call script" command in an event. Type

Code: [Select]
$scene = Scene_Bestiary.new

to view the bestiary/all the monsters inside. Monsters are automatically added if you encounter them in a fight. The stats from the database (where you create enemies and such) are automatically used in the bestiary. You don't need to do anything, everything is automatic. You only need to use that event script call if you want to see it, that's all.
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Rep: +0/-0Level 88
Can someone help me...I have been experimenting a lot with RMXP, and i followed the things said in this topic over the bestiary, but when I open my bestiary through a event, this will pop up:

NameError occurred while running script.
uninitialized constant Interprenter::INDEX

Can someone help me ??? ??? ???
PLEASE ??? :tpg: :'(
         
Truly, if there is evil in this world, it lies in the heart of humankind

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EXA
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Find in all your scripts where it says "Interprenter" and change it to "Interpreter". This could have been caused by any script.
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Rep: +0/-0Level 87
make a common event with the "open beastiary code"

make an item, and make that its common event.

make it not consumable.

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Neato script!  Is there a way to have the item drops start off displaying as "?? ??", and then display the item only AFTER the enemy drops it (i.e. in Castlevanias)?
« Last Edit: March 18, 2007, 12:18:05 AM by skyrune83 »
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EXA
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Yes, it's possible. You need to turn "all unknown". Then use a parallel process event. Check if that specific item is in the inventory and if it is, make it execute this call script commands:

Quote
$game_system.enable(ENEMY_ID)

Note that you need one item for each enemy. There will be as many conditional branches as you have enemies.
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That's not quite what I meant.  This is what I want to do (added code that needs fixing):
In Scene_Battle 2:
# Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])  ## Enemy drops the item after battle         
            ## Take enemy's drop item and draw over "??" already in Bestiary
            # drop = $data_items[enemy.item_id].name
            # _DROP = drop + " (" + enemy.treasure_prob.to_s + "%)"
            # RPG.contents.draw_text(x_offset, 320, 256, 32, _DROP)

          end
        ...

I know what to do, I just don't know all that ridiculous crap about accessors, scope, and references.
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yea!!
Can this work for abs?
mark

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A Random Custom Title
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Level 96
wah
Monsters are automatically added if you encounter them in a fight. The stats from the database (where you create enemies and such) are automatically used in the bestiary. You don't need to do anything, everything is automatic. You only need to use that event script call if you want to see it, that's all.

I bolded that part because I'm guessing that means that the monsters get added once you encounter them in a regular fight.

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EXA
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Exactly.
Turning on "ALL_UNKNOWN" will make them all ??? until "something else" happens. This "something else" can be defined with different methods. One would be using my Analyze script, another one would be the common event with the item. And yes, as soon as the enemy drops the item, the common event will add it into the bestiary fully.
« Last Edit: March 19, 2007, 12:16:54 PM by Blizzard »
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Rep: +0/-0Level 87
how can i open the bestiary with a item?

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Level 88
@Blizzard(or other): I don't want all aspects to be "unknown".  I want just the item to intitially say "Drops ? ? ? (10% chance)", and then when the enemy drops its item the first time (in Scene_Battle 2), I want to be able to change the "? ? ?" to "<Item Name>".  Is there a way I can draw text into the Bestiary directly from Scene_Battle 2? 

@Aster: Create a common event that calls a script:  $scene = Scene_Bestiary.new 
Then make an item that calls that common event.
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[whoops, gone]
« Last Edit: September 10, 2007, 05:05:51 PM by Blizzard »
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Rep: +0/-0Level 87
hey when i have the bestiary empty i press < or > and say error in line 232 a zero divison error

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Level 88
@ Blizzard:
THANK YOU!!! Just what I was looking for!  :D
---------------------------------------------

@ Aster:
Replace the following code:
Code: [Select]
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index_enemy = (@index_enemy + 1) % @bestiary_size_now
      refresh
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index_enemy = (@index_enemy + @bestiary_size_now - 1) % @bestiary_size_now
      refresh
    end

with this code:
Code: [Select]
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      ## Added "if" to prevent divide by 0
      if @bestiary_size_now > 0
      @index_enemy = (@index_enemy + 1) % @bestiary_size_now
      end
      refresh
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      ## Added "if" to prevent divide by 0
      if @bestiary_size_now > 0
      @index_enemy = (@index_enemy + @bestiary_size_now - 1) % @bestiary_size_now
      end
      refresh
    end
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One more question... How do you add the picture icon of the item next to the name in the Bestiary?
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Level 88
Back with RMVX!
Ok, this is going to sound like an extreamely n00bish question. It doesn't show any words. I'm a PKE user. I tried using th font script, but it isn't working. What do I do?
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

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Can someone copy and paste the original scene_menu, cuase i got pk, and the script u have is for the legal version becuase not all of the script is translated in pk.
So i screwed my menu over.

*******
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Say... Blizzard... is there a way to implant this into your CMS... it's just... i've been having trouble with it and wanted to see if you could help...

Thanks ;)
Sincerely,
Your conscience.

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EXA
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Tutorials Section, stickied topic "Blizzard's little tricks", look under 6. a).
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*******
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I know how to do that... it's just... your menu system kinda works differently...
I've tried that but it doesn't work...
Sincerely,
Your conscience.

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Level 88
Back with RMVX!
Anybody gunna answer my question?

~Irgna
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!