<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4677079025717084018</id><updated>2011-07-29T02:30:17.416-07:00</updated><category term='Leanne'/><category term='Minardor'/><category term='Saga'/><category term='Mark'/><category term='Issac'/><title type='text'>Issac's Saga (A game by team IDK)</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://issacssaga.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4677079025717084018/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://issacssaga.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Patrick Lasagna</name><uri>http://www.blogger.com/profile/16890300863495440342</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4677079025717084018.post-8682959710159428400</id><published>2010-04-06T16:58:00.001-07:00</published><updated>2010-04-06T16:58:53.154-07:00</updated><title type='text'></title><content type='html'>#============================================================================#&lt;br /&gt;# *******************************    Esto es un Bestiario universal, que es  #                          &lt;br /&gt;# * ARPG Bestiario U. By Falcao *    Compatible con todo tipo de sistemas de #&lt;br /&gt;# * -------------------------   *    batallas como, XAS HERO ABS, batallas   #&lt;br /&gt;# *  Date 11/19/2009            *    laterales, o las batallas frontales que #                          &lt;br /&gt;# *******************************    vienen por defecto.                     #&lt;br /&gt;#             RMXP                                                           #&lt;br /&gt;#    makerpalace.onlinegoo.com       V 2.0                                   #&lt;br /&gt;#============================================================================#&lt;br /&gt;&lt;br /&gt;#----------------------------------------------------------------------------&lt;br /&gt;# *                     Instrucciones&lt;br /&gt;# Solo copiar y pegar el script a sus proyectos, para llamarlo des de un&lt;br /&gt;# un evento hacerlo asi:    $scene = Scene_MonsterGuide.new&lt;br /&gt;#&lt;br /&gt;# Si quieres acceder al bestiario desde el Menu solo preciona Tecla Z&lt;br /&gt;#&lt;br /&gt;# Si quieres agregar enemigos manualmente hacerlo asi&lt;br /&gt;#&lt;br /&gt;# XAS.add_enemy(id)        En vez de 'id' pon el ID de enemigo&lt;br /&gt;# XAS.fill_bestiary        Completa la lista de enemigos      &lt;br /&gt;#&lt;br /&gt;# * Compatibilidad&lt;br /&gt;#&lt;br /&gt;# Compatible con batallas laterales, batalla por defecto entre otros&lt;br /&gt;#&lt;br /&gt;# Compatible con XAS HERO 1.0, 1.5, 2.0, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6&lt;br /&gt;# comprobado!!&lt;br /&gt;#----------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;module FalcaoVocab&lt;br /&gt;&lt;br /&gt;# Descripcion para cada enemigo&lt;br /&gt;# A = ID de enemigo&lt;br /&gt;# B = descripcion&lt;br /&gt;Description = {&lt;br /&gt;&lt;br /&gt; 1=&gt;  'Habita cerca de los arrollos del bosque Falcar',&lt;br /&gt; 2=&gt;  'Se mata facilmente con un ataque normal, es devil al elemento agua',&lt;br /&gt; 3=&gt;  'Habita en el bosque shulton, devil al elemento fuego',&lt;br /&gt; 4=&gt;  'Ponsoñosa araña que habita dentro de cuevas, si pica tomar antidoto',&lt;br /&gt; 5=&gt;  'Rata escurridiza, suele dejar buena experiencia',&lt;br /&gt; 21=&gt; 'Habita alrededor del castillo tridan, devil a luz',&lt;br /&gt; &lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;  #Texto si no hay datos&lt;br /&gt;NoEnemys = "Sin Datos"&lt;br /&gt;&lt;br /&gt;  #Texto si no a sido derrotado&lt;br /&gt;NoDefeat =  "No derrotado"&lt;br /&gt;&lt;br /&gt;  #Texto si no dara Item o arma&lt;br /&gt;NoItem = "Sin Item"&lt;br /&gt;&lt;br /&gt;  #Avtivar ventana emergente en el menu  true/false&lt;br /&gt;MenuWindow = true&lt;br /&gt;&lt;br /&gt;  #Texto de la ventana emergente&lt;br /&gt;WindowHelpText = "Precione Z para el Bestiario"&lt;br /&gt;&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;module XAS&lt;br /&gt;  def self.add_enemy(id)&lt;br /&gt;    unless $game_system.enemy_defeated[id]&lt;br /&gt;      $game_system.enemy_defeated[id] = true&lt;br /&gt;      $game_system.enemy_encountered[id] = true&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;  def self.fill_bestiary&lt;br /&gt;    for enemy in $data_enemies&lt;br /&gt;      next if enemy == nil&lt;br /&gt;        unless $game_system.enemy_defeated[id]&lt;br /&gt;        $game_system.enemy_defeated[enemy.id] = true&lt;br /&gt;        $game_system.enemy_encountered[enemy.id] = true&lt;br /&gt;      end&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;$xrxs = {} if $xrxs == nil&lt;br /&gt;&lt;br /&gt;# Get Xas System acces&lt;br /&gt;class Game_Event &lt; Game_Character&lt;br /&gt;  if $xrxs["xas"] == true || $xrxs_xas == true&lt;br /&gt;    alias falcaoxas_Defeat enemy_defeat_process&lt;br /&gt;    def enemy_defeat_process(enemy)&lt;br /&gt;      falcaoxas_Defeat(enemy)&lt;br /&gt;      $game_system.enemy_defeated[enemy.id] = true&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Monster_info &lt; Window_Base&lt;br /&gt;  include FalcaoVocab&lt;br /&gt;  def initialize&lt;br /&gt;    super(186, 0, 455, 64) &lt;br /&gt;    self.contents = Bitmap.new(width - 32, height - 32)&lt;br /&gt;    @tiempo = 0&lt;br /&gt;    @scroll = 0&lt;br /&gt;  end&lt;br /&gt;  def refresh(enemy)&lt;br /&gt;    self.contents.clear&lt;br /&gt;    if $game_system.enemy_defeated[enemy.id]&lt;br /&gt;      draw_description(enemy)&lt;br /&gt;    else&lt;br /&gt;      #self.contents.draw_text(-130, -4, 600, 32 , FalVocab[0],1)&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt; &lt;br /&gt;  def draw_description(enemy)&lt;br /&gt;    if Description.has_key?(enemy.id)&lt;br /&gt;      Description.each do |id, value|&lt;br /&gt;        if id == enemy.id&lt;br /&gt;          cx = contents.text_size(value).width&lt;br /&gt;          scroll_text(value)&lt;br /&gt;          self.contents.draw_text(@scroll, -4, cx + 10, 32 , value)&lt;br /&gt;        end&lt;br /&gt;      end&lt;br /&gt;    else&lt;br /&gt;      text = "                                                  &lt;br /&gt;                                                        &lt;br /&gt;             Description no Available&lt;br /&gt;             Falcao Script Xas Hero Bestiary V 2"     &lt;br /&gt;     &lt;br /&gt;      scroll_text(text,false)&lt;br /&gt;      cx = contents.text_size(text).width&lt;br /&gt;      self.contents.draw_text(@scroll, -4, cx + 10, 32, text)&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt; &lt;br /&gt;  def scroll_text(texto, result_ok=true)&lt;br /&gt;    cx = contents.text_size(texto).width&lt;br /&gt;    if cx &gt; self.width - 25&lt;br /&gt;      @tiempo += 1&lt;br /&gt;      if @tiempo &gt; 60&lt;br /&gt;        @scroll -= 1 if @result == nil&lt;br /&gt;        if @scroll == -cx&lt;br /&gt;          @result = true&lt;br /&gt;        end&lt;br /&gt;      end&lt;br /&gt;    end&lt;br /&gt;    if @result&lt;br /&gt;      result_ok ? @scroll += 10 :  @scroll = 0&lt;br /&gt;      if @scroll &gt;= 0&lt;br /&gt;        @scroll = 0;  @tiempo = 0&lt;br /&gt;        @result = nil&lt;br /&gt;      end&lt;br /&gt;    end&lt;br /&gt;    if Input.press?(Input::UP) or Input.press?(Input::DOWN)&lt;br /&gt;      @scroll = 0; @tiempo = 0; @result = nil&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end &lt;br /&gt; &lt;br /&gt;module Bestiary&lt;br /&gt;$game_special_elements = {}&lt;br /&gt;$imported = {}&lt;br /&gt;$data_states = load_data("Data/States.rxdata")&lt;br /&gt;$data_system = load_data("Data/System.rxdata")&lt;br /&gt;MG_HIDE_ENEMIES = []&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Window_MonsterGuideRight &lt; Window_Base&lt;br /&gt;MG_ELEMENT_RANGE = 1..8&lt;br /&gt;MG_WEEK_COLOR = Color.new(255, 128, 128)&lt;br /&gt;MG_RESIST_COLOR = Color.new(128, 128, 255)&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_MonsterGuide&lt;br /&gt;MG_MOVE_REFRESH = true&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_Battle&lt;br /&gt;MG_ORIGINAL_DEFEAT = true&lt;br /&gt;end&lt;br /&gt;$imported["Lista de Monstros"] = true&lt;br /&gt;class Object&lt;br /&gt;include Bestiary&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;def call_monster_guide&lt;br /&gt;$game_player.straighten&lt;br /&gt;$scene = Scene_MonsterGuide.new&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Game_System&lt;br /&gt;attr_accessor :enemy_encountered       &lt;br /&gt;attr_accessor :enemy_defeated          &lt;br /&gt;alias initialize_KGC_MonsterGuide initialize&lt;br /&gt;def initialize&lt;br /&gt;   initialize_KGC_MonsterGuide&lt;br /&gt;   @enemy_encountered = []&lt;br /&gt;   @enemy_defeated = []&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;def enemy_exist?(enemy_id)&lt;br /&gt;   return $data_enemies[enemy_id] != nil &amp;amp;&amp;amp; $data_enemies[enemy_id].name != ""&lt;br /&gt;end&lt;br /&gt;def all_enemies_count&lt;br /&gt;   n = 0&lt;br /&gt;   for i in 1...$data_enemies.size&lt;br /&gt;     next if !enemy_exist?(i) || MG_HIDE_ENEMIES.include?(i)&lt;br /&gt;     n += 1&lt;br /&gt;   end&lt;br /&gt;   return n&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;def defeated_enemies_count&lt;br /&gt;   n = 0&lt;br /&gt;   for i in 1...$data_enemies.size&lt;br /&gt;     next if !enemy_exist?(i) || !@enemy_encountered[i] ||&lt;br /&gt;       !@enemy_defeated[i] || MG_HIDE_ENEMIES.include?(i)&lt;br /&gt;     n += 1&lt;br /&gt;   end&lt;br /&gt;   return n&lt;br /&gt;end&lt;br /&gt;def monster_guide_completion&lt;br /&gt;   return defeated_enemies_count * 100 / all_enemies_count&lt;br /&gt;end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Game_Enemy &lt; Game_Battler&lt;br /&gt;attr_reader   :original_id             &lt;br /&gt;alias initialize_KGC_MonsterGuide initialize&lt;br /&gt;def initialize(troop_id, member_index)&lt;br /&gt;   initialize_KGC_MonsterGuide(troop_id, member_index)&lt;br /&gt;   @original_id = []&lt;br /&gt;   unless @hidden&lt;br /&gt;     $game_system.enemy_encountered[@enemy_id] = true&lt;br /&gt;   end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;alias transform_KGC_MonsterGuide transform&lt;br /&gt;def transform(enemy_id)&lt;br /&gt;   @original_id.push(@enemy_id)&lt;br /&gt;   transform_KGC_MonsterGuide(enemy_id)&lt;br /&gt;   $game_system.enemy_encountered[@enemy_id] = true&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;def hidden=(value)&lt;br /&gt;   @hidden = value&lt;br /&gt;   unless @hidden&lt;br /&gt;     $game_system.enemy_encountered[@enemy_id] = true&lt;br /&gt;   end&lt;br /&gt;end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Window_MonsterGuideTop &lt; Window_Base&lt;br /&gt;def initialize&lt;br /&gt;   super(0, 0, 186, 96)&lt;br /&gt;   self.contents = Bitmap.new(width - 32, height - 32)&lt;br /&gt;   refresh&lt;br /&gt;end&lt;br /&gt;def refresh&lt;br /&gt;   self.contents.clear&lt;br /&gt;   text = "Total:   #{$game_system.defeated_enemies_count}/#{$game_system.all_enemies_count}"&lt;br /&gt;   self.contents.draw_text(0, 0, width - 32, 32, text)&lt;br /&gt;   text = "Complete    :#{$game_system.monster_guide_completion}%"&lt;br /&gt;   self.contents.draw_text(0, 32, width - 32, 32, text)&lt;br /&gt;end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Window_MonsterGuideLeft &lt; Window_Selectable&lt;br /&gt;def initialize&lt;br /&gt;   super(0, 96, 186, 384)&lt;br /&gt;   self.index = 0&lt;br /&gt;   refresh&lt;br /&gt;end&lt;br /&gt;def item&lt;br /&gt;   return @data[self.index]&lt;br /&gt;end&lt;br /&gt;def refresh&lt;br /&gt;   if self.contents != nil&lt;br /&gt;     self.contents.dispose&lt;br /&gt;     self.contents = nil&lt;br /&gt;   end&lt;br /&gt;   @data = []&lt;br /&gt;   for i in 1...$data_enemies.size&lt;br /&gt;     next if !$game_system.enemy_exist?(i) || MG_HIDE_ENEMIES.include?(i)&lt;br /&gt;     @data.push($data_enemies[i])&lt;br /&gt;   end&lt;br /&gt;   @item_max = @data.size&lt;br /&gt;   if @item_max &gt; 0&lt;br /&gt;     self.contents = Bitmap.new(width - 32, row_max * 32)&lt;br /&gt;     for i in 0...@item_max&lt;br /&gt;       draw_item(i)&lt;br /&gt;     end&lt;br /&gt;   end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;def draw_item(index)&lt;br /&gt;   enemy = @data[index]&lt;br /&gt;   if $game_system.enemy_defeated[enemy.id]&lt;br /&gt;     self.contents.font.color = normal_color&lt;br /&gt;   else&lt;br /&gt;     self.contents.font.color = disabled_color&lt;br /&gt;   end&lt;br /&gt;   x, y = 4, index * 32&lt;br /&gt;   rect = Rect.new(x, y, self.width / @column_max - 32, 32)&lt;br /&gt;   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))&lt;br /&gt;   if $game_system.enemy_encountered[enemy.id]&lt;br /&gt;     self.contents.draw_text(x, y, self.width, 32, enemy.name)&lt;br /&gt;   else&lt;br /&gt;     self.contents.draw_text(x, y, self.width, 32, "???????")&lt;br /&gt;   end&lt;br /&gt; end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Window_MonsterGuideRight &lt; Window_Base&lt;br /&gt;def initialize&lt;br /&gt;   super(186, 63, 455, 417)&lt;br /&gt;   self.contents = Bitmap.new(width - 32, height - 32)&lt;br /&gt;end&lt;br /&gt;def refresh(enemy, show_status = true)&lt;br /&gt;   self.contents.clear&lt;br /&gt;   self.contents.font.size = $fsize&lt;br /&gt;   unless $game_system.enemy_encountered[enemy.id]&lt;br /&gt;     self.contents.font.color = disabled_color&lt;br /&gt;     self.contents.draw_text(0, 208, 368, 32, FalcaoVocab::NoEnemys, 1)&lt;br /&gt;     return&lt;br /&gt;   end&lt;br /&gt;   bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)&lt;br /&gt;   cw = bitmap.width; ch = bitmap.height&lt;br /&gt;   src_rect = Rect.new(0, 0, cw, ch)&lt;br /&gt;   self.contents.blt(184 - cw / 2, 0, bitmap, src_rect)&lt;br /&gt;   return unless show_status&lt;br /&gt;   if $game_system.enemy_defeated[enemy.id]&lt;br /&gt;     draw_grid(0,336)&lt;br /&gt;     draw_grid(222,336)&lt;br /&gt;     self.contents.font.color = system_color&lt;br /&gt;     self.contents.draw_text(0, 215, 75, 32, $data_system.words.hp)&lt;br /&gt;     self.contents.draw_text(150, 215, 75, 32, $data_system.words.sp)&lt;br /&gt;     self.contents.draw_text(300, 215, 75, 32, $data_system.words.str)&lt;br /&gt;     self.contents.draw_text(0, 242, 75, 32, $data_system.words.dex)&lt;br /&gt;     self.contents.draw_text(150, 242, 75, 32, $data_system.words.agi)&lt;br /&gt;     self.contents.draw_text(300, 242, 75, 32, $data_system.words.int)&lt;br /&gt;     self.contents.draw_text(0, 274, 75, 32, $data_system.words.atk)&lt;br /&gt;     self.contents.draw_text(150, 274, 75, 32, $data_system.words.pdef)&lt;br /&gt;     self.contents.draw_text(300, 274, 96, 32, "Exp")&lt;br /&gt;     self.contents.font.color = normal_color&lt;br /&gt;     hp = enemy.maxhp; sp = enemy.maxsp&lt;br /&gt;     str = enemy.str; dex = enemy.dex; agi = enemy.agi; int = enemy.int&lt;br /&gt;     atk = enemy.atk; pdef = enemy.pdef; mdef = enemy.mdef&lt;br /&gt;     exp = enemy.exp; gold = enemy.gold&lt;br /&gt;     if $imported["LimitBreak"]&lt;br /&gt;       hp *= $maxhp_correct&lt;br /&gt;       sp *= $maxsp_correct&lt;br /&gt;     end&lt;br /&gt;     if $imported["BattleDifficulty"]&lt;br /&gt;       hp *= get_difficulty[1]&lt;br /&gt;       sp *= get_difficulty[2]&lt;br /&gt;       correct = get_difficulty[3]&lt;br /&gt;       str *= correct; dex *= correct; agi *= correct; int *= correct&lt;br /&gt;       atk *= correct; pdef *= correct; mdef *= correct&lt;br /&gt;       exp *= get_difficulty[4]; gold *= get_difficulty[5]&lt;br /&gt;     end&lt;br /&gt;     self.contents.draw_text(48, 215, 64, 32, Integer(hp).to_s, 2)&lt;br /&gt;     self.contents.draw_text(198, 215, 64, 32, Integer(sp).to_s, 2)&lt;br /&gt;     self.contents.draw_text(348, 215, 64, 32, Integer(str).to_s, 2)&lt;br /&gt;     self.contents.draw_text(48, 242, 64, 32, Integer(dex).to_s, 2)&lt;br /&gt;     self.contents.draw_text(198, 242, 64, 32, Integer(agi).to_s, 2)&lt;br /&gt;     self.contents.draw_text(348, 242, 64, 32, Integer(int).to_s, 2)&lt;br /&gt;     self.contents.draw_text(48, 274, 64, 32, Integer(atk).to_s, 2)&lt;br /&gt;     self.contents.draw_text(198, 274, 64, 32, Integer(pdef).to_s, 2)&lt;br /&gt;     self.contents.draw_text(270, 274, 144, 32, Integer(exp).to_s, 2)&lt;br /&gt;     text = ""&lt;br /&gt;     #------------------------------------------&lt;br /&gt;     self.contents.font.color = MG_WEEK_COLOR.dup&lt;br /&gt;     self.contents.draw_text(104, 320, 264, 32, text)&lt;br /&gt;     text = ""&lt;br /&gt;     self.contents.font.color = MG_RESIST_COLOR.dup&lt;br /&gt;     self.contents.draw_text(104, 352, 264, 32, text)&lt;br /&gt;     self.contents.font.color = normal_color&lt;br /&gt;     # ??????&lt;br /&gt;     n = enemy.treasure_prob&lt;br /&gt;     n *= get_difficulty[6] if $imported["BattleDifficulty"]&lt;br /&gt;     prob = "#{Integer(n)}%"&lt;br /&gt;     if enemy.item_id &gt; 0&lt;br /&gt;       icon = RPG::Cache.icon($data_items[enemy.item_id].icon_name)&lt;br /&gt;       text = $data_items[enemy.item_id].name&lt;br /&gt;     elsif enemy.weapon_id &gt; 0&lt;br /&gt;       icon = RPG::Cache.icon($data_weapons[enemy.weapon_id].icon_name)&lt;br /&gt;       text = $data_weapons[enemy.weapon_id].name&lt;br /&gt;     elsif enemy.armor_id &gt; 0&lt;br /&gt;       icon = RPG::Cache.icon($data_armors[enemy.armor_id].icon_name)&lt;br /&gt;       text = $data_armors[enemy.armor_id].name&lt;br /&gt;     else&lt;br /&gt;       icon = Bitmap.new(24, 24)&lt;br /&gt;       text = FalcaoVocab::NoItem&lt;br /&gt;       prob = ""&lt;br /&gt;     end&lt;br /&gt;     # Items&lt;br /&gt;     self.contents.font.size = 19&lt;br /&gt;     self.contents.blt(10, 345, icon, Rect.new(0, 0, 24, 24))&lt;br /&gt;     self.contents.draw_text(40, 345, 165, 32, "#{prob}  #{text}")&lt;br /&gt;     # Gold&lt;br /&gt;     icon = RPG::Cache.icon("032-Item01") rescue nil&lt;br /&gt;     self.contents.blt(240, 348,icon,Rect.new(0, 0, 24, 24), 255) rescue nil&lt;br /&gt;     self.contents.draw_text(275, 335, 165, 50,&lt;br /&gt;     "#{Integer(gold).to_s}     #{$data_system.words.gold}")&lt;br /&gt;   else&lt;br /&gt;     self.contents.font.size = $fsize&lt;br /&gt;     self.contents.font.color = disabled_color&lt;br /&gt;     self.contents.draw_text(0, 250, 368, 32, FalcaoVocab::NoDefeat, 1)&lt;br /&gt;   end&lt;br /&gt; end&lt;br /&gt;&lt;br /&gt; def draw_grid(x,y)&lt;br /&gt;    width = 200&lt;br /&gt;    color = system_color&lt;br /&gt;    self.contents.fill_rect(x+2, y-2, width-4, 1, color)&lt;br /&gt;    self.contents.fill_rect(x+1, y-1, width-2, 1, color)&lt;br /&gt;    self.contents.fill_rect(x, y, width, 1, color)&lt;br /&gt;    self.contents.fill_rect(x, y+1, 3, 45, color)&lt;br /&gt;    self.contents.fill_rect(x+ 197, y+1, 3, 45, color)&lt;br /&gt;    self.contents.fill_rect(x, y+45, width, 1, color)&lt;br /&gt;    self.contents.fill_rect(x+1, y+46, width-2, 1, color)&lt;br /&gt;    self.contents.fill_rect(x+2, y+47, width-4, 1, color)&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_MonsterGuide&lt;br /&gt;  def main&lt;br /&gt;   @guide_top_window = Window_MonsterGuideTop.new&lt;br /&gt;   @guide_left_window = Window_MonsterGuideLeft.new&lt;br /&gt;   enemy = @guide_left_window.item&lt;br /&gt;   @guide_right_window = Window_MonsterGuideRight.new&lt;br /&gt;   @info_monter = Monster_info.new&lt;br /&gt;   @info_monter.refresh(enemy)&lt;br /&gt;   @show_status = true&lt;br /&gt;   @guide_right_window.refresh(enemy, @show_status)&lt;br /&gt;   Graphics.transition&lt;br /&gt;   loop do&lt;br /&gt;     Graphics.update&lt;br /&gt;     Input.update&lt;br /&gt;     update&lt;br /&gt;     if $scene != self&lt;br /&gt;       break&lt;br /&gt;     end&lt;br /&gt;   end&lt;br /&gt;   Graphics.freeze&lt;br /&gt;   @guide_top_window.dispose&lt;br /&gt;   @guide_left_window.dispose&lt;br /&gt;   @guide_right_window.dispose&lt;br /&gt;   @info_monter.dispose&lt;br /&gt;end&lt;br /&gt;def update&lt;br /&gt;   @guide_top_window.update&lt;br /&gt;   @guide_left_window.update&lt;br /&gt;   @guide_right_window.update&lt;br /&gt;   fenemy = @guide_left_window.item&lt;br /&gt;   @info_monter.refresh(fenemy)&lt;br /&gt;   if Input.trigger?(Input::B)&lt;br /&gt;     $game_system.se_play($data_system.cancel_se)&lt;br /&gt;     $scene = Scene_Map.new&lt;br /&gt;     $game_map.refresh&lt;br /&gt;     return&lt;br /&gt;   end&lt;br /&gt;   if Input.trigger?(Input::A)&lt;br /&gt;     $game_system.se_play($data_system.decision_se)&lt;br /&gt;     @show_status = !@show_status&lt;br /&gt;     enemy = @guide_left_window.item&lt;br /&gt;     @guide_right_window.refresh(enemy, @show_status)&lt;br /&gt;     return&lt;br /&gt;   end&lt;br /&gt;   if Input.trigger?(Input::C)&lt;br /&gt;     $game_system.se_play($data_system.decision_se)&lt;br /&gt;     enemy = @guide_left_window.item&lt;br /&gt;     @guide_right_window.refresh(enemy, @show_status)&lt;br /&gt;     return&lt;br /&gt;   end&lt;br /&gt;   if MG_MOVE_REFRESH&lt;br /&gt;     if @last_index != @guide_left_window.index&lt;br /&gt;       @last_index = @guide_left_window.index&lt;br /&gt;       enemy = @guide_left_window.item&lt;br /&gt;       @guide_right_window.refresh(enemy, @show_status)&lt;br /&gt;       return&lt;br /&gt;     end&lt;br /&gt;   end&lt;br /&gt; end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_Battle&lt;br /&gt;alias start_phase5_KGC_MonsterGuide start_phase5&lt;br /&gt;def start_phase5&lt;br /&gt;   for enemy in $game_troop.enemies&lt;br /&gt;     next if enemy.hidden&lt;br /&gt;     $game_system.enemy_defeated[enemy.id] = true&lt;br /&gt;     if MG_ORIGINAL_DEFEAT&lt;br /&gt;       enemy.original_id.each do |id|&lt;br /&gt;         next if id == nil&lt;br /&gt;         $game_system.enemy_defeated[id] = true&lt;br /&gt;       end&lt;br /&gt;     end&lt;br /&gt;   end&lt;br /&gt;   start_phase5_KGC_MonsterGuide&lt;br /&gt;end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_Menu&lt;br /&gt;  alias falcaoABSbestiario_update update&lt;br /&gt;  def update&lt;br /&gt;    falcaoABSbestiario_update&lt;br /&gt;    if Input.trigger?(Input::A)&lt;br /&gt;      $game_system.se_play($data_system.cancel_se)&lt;br /&gt;      $scene = Scene_MonsterGuide.new&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class BesInfo &lt; Window_Base&lt;br /&gt;  def initialize&lt;br /&gt;    super(160, 430, 480, 50)&lt;br /&gt;    self.contents = Bitmap.new(width - 32, height - 32)&lt;br /&gt;    self.z = 500&lt;br /&gt;    self.opacity = 0&lt;br /&gt;    refresh&lt;br /&gt;  end&lt;br /&gt;  def refresh&lt;br /&gt;    self.contents.clear&lt;br /&gt;    self.contents.font.size = 20&lt;br /&gt;    self.contents.draw_text(-70, -6, 600, 32, FalcaoVocab::WindowHelpText,1)&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Scene_Menu&lt;br /&gt;  alias falcaoPulsaZ_main main&lt;br /&gt;  def main&lt;br /&gt;    @besinfo =  BesInfo.new&lt;br /&gt;    @besinfo.x = 160&lt;br /&gt;    @besinfo.y = 490&lt;br /&gt;    @counter = 0&lt;br /&gt;    falcaoPulsaZ_main&lt;br /&gt;    @besinfo.dispose&lt;br /&gt;  end&lt;br /&gt;  alias falcaoPulsaZ_update update&lt;br /&gt;  def update&lt;br /&gt;    falcaoPulsaZ_update&lt;br /&gt;    unless FalcaoVocab::MenuWindow == true&lt;br /&gt;       @besinfo.visible = false&lt;br /&gt;     end&lt;br /&gt;    @besinfo.y -= 3 if @besinfo.y &gt; 430 and @counter != 80&lt;br /&gt;    if @counter == 80&lt;br /&gt;       @besinfo.y += 3&lt;br /&gt;     else&lt;br /&gt;      @counter += 1&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end&lt;br /&gt;&lt;br /&gt;class Font&lt;br /&gt;  alias falcaoBest_font2 initialize&lt;br /&gt;  def initialize&lt;br /&gt;    falcaoBest_font2&lt;br /&gt;    if $scene.is_a?(Scene_MonsterGuide)&lt;br /&gt;      self.name = "Georgia"&lt;br /&gt;      self.size = 20&lt;br /&gt;      $fsize = self.size&lt;br /&gt;    end&lt;br /&gt;  end&lt;br /&gt;end&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4677079025717084018-8682959710159428400?l=issacssaga.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://issacssaga.blogspot.com/feeds/8682959710159428400/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://issacssaga.blogspot.com/2010/04/esto-es-un-bestiario-universal-que-es.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4677079025717084018/posts/default/8682959710159428400'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4677079025717084018/posts/default/8682959710159428400'/><link rel='alternate' type='text/html' href='http://issacssaga.blogspot.com/2010/04/esto-es-un-bestiario-universal-que-es.html' title=''/><author><name>Patrick Lasagna</name><uri>http://www.blogger.com/profile/16890300863495440342</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4677079025717084018.post-4276624089409413760</id><published>2009-11-26T17:32:00.000-08:00</published><updated>2009-11-26T17:35:51.633-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saga'/><category scheme='http://www.blogger.com/atom/ns#' term='Mark'/><category scheme='http://www.blogger.com/atom/ns#' term='Leanne'/><category scheme='http://www.blogger.com/atom/ns#' term='Minardor'/><category scheme='http://www.blogger.com/atom/ns#' term='Issac'/><title type='text'>First post</title><content type='html'>Wow, so I've finally succumbed to the urges to blog my progress on my game. this is just another procrastination tool, so i don't have to work on it. XD&lt;br /&gt;&lt;br /&gt;Well&lt;br /&gt;What Ive done today&lt;br /&gt;Finished 1 Cutscene in Minardor (Mark, and Leanne join)&lt;br /&gt;I also finished the mercenary acceptance scene.&lt;br /&gt;&lt;br /&gt;Thats it!&lt;br /&gt;As a note, this will get boring, VERY boring..... so, don't expect much for now.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4677079025717084018-4276624089409413760?l=issacssaga.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://issacssaga.blogspot.com/feeds/4276624089409413760/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://issacssaga.blogspot.com/2009/11/first-post.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4677079025717084018/posts/default/4276624089409413760'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4677079025717084018/posts/default/4276624089409413760'/><link rel='alternate' type='text/html' href='http://issacssaga.blogspot.com/2009/11/first-post.html' title='First post'/><author><name>Patrick Lasagna</name><uri>http://www.blogger.com/profile/16890300863495440342</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
