
I'll be figuring out what stats I want to show up next. So far I've just moved what info is on which screen (and where it shows up) and stretched the battleback to extend across the entire screen. When I put the notetags into the enemy tab one by one I KNOW what's going in there, so I can 'hide' information that's not really pertinent but would still be pulled from the enemy info.īut here's what I have so far, to show that customization is possible. I've customized it to look the way I want so far I was actually going to look into a way to have it auto-pull the resists/weakness, but I have to see if it would look good first. I'd love to see some more customizable stuff added (or support for other scripts like Skill Steal (show what abilities can be stolen), etc.) Other than these personal wishes, this script functions perfectly and is presented as it is meant to be, which is really nice. There's definitely enough space for it in the standard 416 height.
#RPG MAKER VX ACE BESTIARY MANUAL#
Allow at least four lines of space for each manual category, rather than three.The manual entry for BGM, Location, Type, those are all great and should stay the way they are, if you ask me.Allow icons to be shown for states, items dropped, elements (could add an array to define elemental icons).State Resistance, Immunity, Weakness should also have their own sections instead of being grouped together in a generic sense like it is now.Elemental Resistance, Elemental Immunity, Elemental Weakness, Element Absorb should all probably have their own page to allow for monsters that have a lot of elemental properties (3 lines for anything is just not enough).

Drop Items are automatically pulled from the game database, why isn't anything else? Things like elemental resistance or immunity should also be called that way to keep the notetags shorter (instead of manually typing what goes in there, it would be numerical like "resist: 1, 3, 5" as the notetag).Here are my suggestions, and most of this is just personal preference, mind you.
