[STV] Plugins | STV_BeastBook

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Started by Skotty TV 185 posts Page 8 of 10 View original ↗
  1. Yes I suppose if you create your actor in the monster category of your database.

    Never tested it but it should be possible
  2. PLUEVNR said:
    Yes I suppose if you create your actor in the monster category of your database.

    Never tested it but it should be possible

    Yeah, I assumed this would be the only way. Unfortunately, the stats and skills wouldn't stay consistent, though.
  3. Vendon said:
    1st of this plugin here is one of the best monster book plugins I could find and I really would love to contenue using it but I am experiancing some weird bugs. The pictures of the monsters are like 95% bugged. 1. they don't show correctly, 2. they are cut in half or you can see just like 5% of the enemy or they don't even show at all. Here are some pictures of my problem. I am using 1.5.2 version and also tested it out with 98% of plugins turned off but yanfly_SVenemy plugin and this here. I think this is happening because they do not have paterns. So if I use Patern 0 then they sometimes show up and sometimes not. If I use another pattern then they can not be shown because normal static enemys does have only 1 picture. Is there a way to set in the enemy notebox like <Sideview Battler Animation: Static> so only that picture would be shown + breath effect? Oh and a positioning would also be nice because they are lined wrong sometimes like the flying squit. I would like to have him more up and more to the left side. also mirror effect because some enemys are mirrored because of SVBattler they mostly look to the left side but if I mirror them myself the right pictures will be the left pictures and this causes the enemy look like dead, attacking motion or something else.

    Pictures of the problem
    JsZ34r1.png , Qe65PPF.png , IrsFz23.png , 0e2TcRz.png
    Try this:
    if ($gameSystem.isSideView()) {this._bitmap = ImageManager.loadSvEnemy($dataEnemies[beast.id].battlerName, beast.battlerHue);
    this._beastSprite.bitmap = this._bitmap;
    var bitmap = this._beastSprite.bitmap;
    var bw = bitmap.width;
    var bh = bitmap.height;
    this._beastSprite.setFrame(0, 0, bw, bh);}

    String 938. Pictures are looking good now.
  4. Anyone's help would be appreciated. The plugin used to work but not when I activate it. It just crashes. This is the best beast plugin out there I really need this to work.
    1618425734793.png
  5. In the afternoon, I want to try to add rewards to your plug-in. When the player kills the enemy to reach the set number, he will reward some gold coins or experience points, weapons, etc., because I can't write code imitator. Other people's achievement plug-in [because the effect is a bit like] modifies some data and fails in the afternoon, so I'm looking for whether you can add rewards to your plug-in. I think I have this idea Yes, but I don't know what you think
  6. this script is dead if skotty doesn't fix it. too many problems.
  7. @DarkSearinox92
    link might be dead, but you can copy the script of pastebin and
    paste in in a text file and save it as JS :)
  8. ShadowDragon said:
    @DarkSearinox92
    link might be dead, but you can copy the script of pastebin and
    paste in in a text file and save it as JS :)

    No no, i don't speak about link.

    I speak about the plugin itself.

    It has compatibility problem with the script Yanfly Sideview and a lot of other things.

    The script is very amazing and beautiful, but it lacks in many things, also on the "personalization" side.

    I wrote to Skotty months ago and i told to him the situation about this plugin.

    he never went back to work on it. He hasn't fixed anything anymore. He simply abandoned him.
  9. there are some nice features, so I might alter most of them out,
    and work with the other plugins I use if I get some trouble.

    but I dont know about the sideview, should work if placed above I think,
    otherwise below it.

    if it has other compability issues, maybe someone else can take a lok at it :)
    or take a look at cgmv bestiary plugin, it miss some nice features this one has though.
    specially the item part.
  10. Apologies for bumping a thread but I have been losing my mind trying to get this to work. The only other plugins installed are YEP Core and YEP MainMenuManager. When I follow the instructions I get this error.

    2021-08-11 22_38_14-RPG Test.png

    Here is how I have the MainMenuManager part configured. I have not touched any settings within the BeastBook plugin itself.

    2021-08-11 22_37_50-Plugin.png

    Is there something I'm missing or is this plugin no longer compatible with newer versions of YEP?
  11. Your show and enabled should be switches I belive. Thats how how i had to do it and it works fine.
  12. @prepe enabled can be easely true/false.
    switches, variables, other js command are possibilities as game progresses.

    there are some things that dont work, but he need the required plugins
    in order to get it to work, which I assume he is missing.
  13. Oh got ya. I had a problem with putting just true or false using yep so I assumed he may need to do the same. Thanks for the insight.
  14. @prepe
    helpfile is your friend :) true/True/T/enable = 4 different things, some allow
    true/True do be valid.

    even some basic has true on it or false, but can be set to true/false
    by scriptcall.

    if you want to disable the option when the person has the item, you can
    put out an eval if the play HAS the item, or after a boss is defeated to turn
    on a switch, etc, or use OR or AND evals for multiple conditions.

    however you want to set it is up to you.

    @TheGameBrewery
    did you have the sideview plugin also installed? or other plugins required?
  15. @ShadowDragon I have YEP_X_AnimatedSVEnemies installed but turned off.

    Currently using only YEP_CoreEngine, YEP_BattleEngineCore, YEP_X_ActSeqPack1, YEP_MainMenuManager, and STV_Beastbook. If other plugins are required, I haven't been able to find the documentation that explains which ones.

    If I turn on YEP_X_AnimavtedSVEnemies, I get the same error message. This doesn't change regardless of where I position STV_BeastBook in the plugin order.
  16. place teh beastbook above the required plugin (which is in the helpfile)
    that needs to be installed (so those needs to be below the beastbook).

    however, STV_BeastBook also have some other issues which arent fixed,
    and you need to fix them on your own or find another one.

    I know this has some features that arent in another monsterbook I found.
  17. Thank you for taking the time to look into this for me. What do you mean the "helpfile"? I'm not seeing that referenced in the OP.
  18. the helpfile in the plugin itself, it tells you how to use it, and also
    the 2 required plugin in order to make it work, because of the functions
    used in those.

    if those are missing, it will crash the scene when you try to open it.
  19. It gives me an error when I defeat an enemy outside the beastbook.
    Let me explain: if I set a maximum of 300 monsters, and I defeat an enemy that is 302, it gives me an error ...