RETCON LIBRARY: BESTIARY

RPG Maker VX Ace

Adds a bestiary to your game

  • McDohl
  • 01/15/2013 10:21 PM
  • 19114 views
Latest version: 1.4

A book that contains a collection of monsters or beasts is called a bestiary. Yes, bestiary; b-e-s-tiary. Who comes up with stuff like this?

Anyway, this script adds a bestiary to your game. It keeps track of monsters seen as well as defeated, displays the vital information of said monster, as well as a small blurb about each.





Posts

Pages: 1
Doesn't work, I just put it in as-is and it crashes your game when either opening the Beastiary or entering combat. Error line 397
Hmm. Probably trying to access a bestiary that doesn't exist. Plugging in the script and then loading a save game will do that.

I will see what I can add to the next update (1.3) to circumvent that. Thanks for letting me know.
Not sure if I missed something, but this is the only script I have (I haven't editted it in any way, either) and here is the problem I get, along with a pic of the entry in the database.
I wish I was able to fix it on my own but I know nothing about this scripting so I'm asking before I try to tinker with it. :) Thank you in advance.



Adon237
if i had an allowance, i would give it to rmn
1743
You know what would be cool, instead of a window in the background of the sprite, you could make the window occupy the status window only, load a battleback image for that monster based on where they first appear. Then even add an option for battle BGM to play!
author=Aedalia
Not sure if I missed something, but this is the only script I have (I haven't editted it in any way, either) and here is the problem I get, along with a pic of the entry in the database.
I wish I was able to fix it on my own but I know nothing about this scripting so I'm asking before I try to tinker with it. :) Thank you in advance.


Hmm. I can add an offset variable to fix the placement, since those numbers are hard-coded in and that's something I've been meaning to do anyway, but there's an additional problem of the draw_text function not parsing in the \n correctly. I am unable to recreate the problem (and thus try to solve it) at this time without more information. :| Are you using the latest version of the script (1.3)? Anything funky about your version of VXAce I should know?

author=Adon237
You know what would be cool, instead of a window in the background of the sprite, you could make the window occupy the status window only, load a battleback image for that monster based on where they first appear. Then even add an option for battle BGM to play!


One of the things I planned to add battle backgrounds. I'm trying to figure out the best methodology to do so (random vs user defined, how to make sure all text is visible, etc.)

Thank you for the feedback. It's muchly appreciated.
I'm trying this in RPG maker VX Ace. I'm new to this (2 or 3 days) and I'm trying to impliment your code. All it does it tell me there's an error. It says "Uninitialized constant Object::Window_command" and refers to the line which reads "class Window_Bestiary < Window_Command".
What should I do to fix it?

Sorry if this is a dumb question but again, using it for 2 or 3 days.
It's one of those moments where you feel like an idiot....
for all those who have no idea what they're doing (like me) make sure you put the scripts in the "materials" script section, not the "modules" script section.
Sweet! it works perfectly for me and its very usefull for tactical parameter games or may be... pokemon games? XD... Thanks very much! ;)
sorry can i ask you something? what battle system do you used? can you upload your game and give me the link? so i can download it and studied the scripts please? sorry i just a newbie :)
for testing purpose, is there any line in script i can change to make it show
all monsters when i start the game?

right now i have only 3 monsters and 1 entry with <skipbestiary ></skipbestiary>.
but i still have 4 entry in my list but i dont know what the 4th is.
it was 5 entry before adding skipbestiary line.
could you also make a humanary? lol
one that works for actors insted of monsters.
make a list of all people you met.
I don't have a complaint yet, but then again i haven't tested it. But it looks great! Can I use it in a commercial game?

EDIT: Okay, no complaints. It works perfectly!
It shows the wrong monster!? even though I write the description on the right monster?


Forgive the late replies all, I've been busy with work.

author=vantrice
for testing purpose, is there any line in script i can change to make it show
all monsters when i start the game?

right now i have only 3 monsters and 1 entry with <skipbestiary ></skipbestiary>.
but i still have 4 entry in my list but i dont know what the 4th is.
it was 5 entry before adding skipbestiary line.


Hrm, yes. I suppose that's do-able.

author=Momo_Mccloud
It shows the wrong monster!? even though I write the description on the right monster?




Strange. I need a bit more information. What does your database look like? Are you using other scripts?
This is a great script, but I was wondering if there was a script call I could use make an entry available. I'm using XAS ABS, so the game doesn't really acknowledge kills the same way as your script is set up to monitor. I figured I could just add a script call to the kill event, or maybe use switches in conjunction with it, or something. Either way, thanks for sharing the great script. :)
Hi. Whenever I go into one of the enemy descriptions if I have killed the enemy at least once it crashes the game. It says there is a problem on script line 313 so would it be something to do with any of my other scripts? Or is it just a problem with the script or something?
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