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<channel>
	<title>Condado Braveheart</title>
	<description>RSS do Condado Braveheart</description>
	<link>http://www.condadobraveheart.com/forum/index.php</link>
	<pubDate>Thu, 29 Jul 2010 22:54:12 +0000</pubDate>
	<ttl>0</ttl>
	<item>
		<title>Projeto Tertúlia</title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/937-projeto-tertulia/</link>
		<description><![CDATA[Galera estou a procura de uma equipe para me ajudar coma criação de um jogo.<br />
<br />
Eu posso ser o roterista e o mapista [não sei se é esse o nome <img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /> ].<br />
<br />
Eu quero alguém que me ajude com a criação de attributos, equipamentos e habilidades.<br />
<br />
Os attributos são a forma de evoluir do jogo.<br />
<br />
este é o script que eu já estou usando:<br />
<br />
<div class='bbc_spoiler'>
	<span>Spoiler</span> <input type='button' class='bbc_spoiler_show' value='Show' />
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#===============================================================================<br />
# Version 3.2.1.1<br />
# Author: 332211 / uresk<br />
# Date: 24th August 2009<br />
#===============================================================================<br />
#<br />
# Autoskills can only activate if the battler could also use the skill <br />
# by choice. By that, I mean that if you have another script that makes<br />
# the skill require a certain type of weapon equiped, or a certain state,<br />
# the skill will need to meet those requirements to activate.<br />
#<br />
# If you're using Yanfly Engine RD - Custom Skill Effects<br />
# place the Attributes script below that script.<br />
#<br />
#===============================================================================<br />
#<br />
# To make an item which teaches attributes simply add to its notebox<br />
# &lt;teach attribute x&gt;<br />
# with x being the attribute index<br />
#<br />
# the tag &lt;no class x&gt; indicates a class which can't use the item<br />
# with x being the class id<br />
#<br />
#===============================================================================<br />
#<br />
# The following tag<br />
# &lt;req attribute_name x&gt;<br />
# Can be applied to equipment (weapons and armors)<br />
# Where x is the required attribute level<br />
#<br />
# A sword with &lt;req Swordsmanship 3&gt;<br />
# can only be equiped when the hero's Swordsmanship is level 3 or above<br />
# Notes: <br />
#   - if x is 0 (level 0) the hero still needs to have the attribute <br />
#   - other requirements (like class equipment) are still valid<br />
#<br />
# Can be applied to skills<br />
# The skill, though it appears on the skills menu (when learnt)<br />
# can only be used if the required attribute levels are met.<br />
#<br />
#===============================================================================<br />
#<br />
# An enemy with the tag<br />
# &lt;bonus points x&gt;<br />
# Will award x extra attribute points for each character.<br />
#<br />
#===============================================================================<br />
#<br />
# Enemies can have attributes too<br />
# &lt;attribute_name x&gt;<br />
#<br />
# &lt;Flame Mastery 3&gt;<br />
# means that the enemy will have the 'Flame Mastery' attribute at level 3<br />
# Note: enemies' attributes only have the following effects:<br />
#         - damage modifiers<br />
#         - state probability alterations<br />
#   <br />
#===============================================================================<br />
# Start Configuration<br />
#===============================================================================<br />
module Attibute_Def<br />
  ATTRIBUTES = [<br />
  <br />
    # ----------------#<br />
    # Attribute     0 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "Mestre das Chamas",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
          1 =&gt; [  6,  8,   1,   0,   6,   1],<br />
          2 =&gt; [ 13, 18,   5,   0,   9,   7],<br />
          3 =&gt; [ 24, 32,  13,   0,  12,  15],<br />
          4 =&gt; [ 35, 45,  25,   0,  15,  21],<br />
          5 =&gt; [ 46, 58,  37,   0,  18,  28],<br />
          6 =&gt; [ 57, 71,  49,   0,  21,  33],<br />
          7 =&gt; [ 68, 84,  61,   0,  24,  39],<br />
          8 =&gt; [ 79, 97,  73,   0,  27,  45],<br />
          9 =&gt; [ 90, 110,  85,   0,  30,  51],<br />
          10 =&gt; [ 101, 150,  97,   0,  33,  57],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
          1 =&gt; {          9 =&gt; [             1.03,               0.98] },<br />
          2 =&gt; {          9 =&gt; [             1.07,               0.95] },<br />
          3 =&gt; {          9 =&gt; [             1.11,               0.93] },<br />
          4 =&gt; {          9 =&gt; [             1.15,               0.90] },<br />
          5 =&gt; {          9 =&gt; [             1.19,               0.88] },<br />
          6 =&gt; {          9 =&gt; [             1.23,               0.85] },<br />
          7 =&gt; {          9 =&gt; [             1.27,               0.83] },<br />
          8 =&gt; {          9 =&gt; [             1.31,               0.80] },<br />
          9 =&gt; {          9 =&gt; [             1.34,               0.78] },<br />
          10 =&gt; {          9 =&gt; [             1.38,               0.75],   <br />
                         11 =&gt; [             1.05,               0.98] },<br />
                         # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)] <br />
                    1 =&gt; [2],<br />
                    2 =&gt; [3],<br />
                    3 =&gt; [4],<br />
                    4 =&gt; [5],<br />
                    5 =&gt; [6],<br />
                    6 =&gt; [7],<br />
                    7 =&gt; [8],<br />
                    8 =&gt; [9],<br />
                    10 =&gt; [10],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # *required element is optional*<br />
    # level =&gt; [ skill id, chance%], <br />
          1 =&gt; [       11,     10],<br />
          2 =&gt; [       11,      16],<br />
          3 =&gt; [       11,      20],<br />
          4 =&gt; [       11,      21],<br />
          5 =&gt; [       11,      22],<br />
          6 =&gt; [       11,      23],<br />
          7 =&gt; [       11,      24],<br />
          8 =&gt; [       11,      27],<br />
          9 =&gt; [       11,      28],<br />
          10 =&gt; [       11,      30],<br />
              <br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "Mestre das Chamas: aprimora o espírito do usuário e seu dano por fogo<br />
      , pode ativar Chamas enquanto ataca.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
          1 =&gt; {        17 =&gt;                  -10 },<br />
          2 =&gt; {        17 =&gt;                  -15 },<br />
          3 =&gt; {        17 =&gt;                  -20 },<br />
          4 =&gt; {        17 =&gt;                  -25 },<br />
          5 =&gt; {        17 =&gt;                  -30 },<br />
          6 =&gt; {        17 =&gt;                  -35 },<br />
          7 =&gt; {        17 =&gt;                  -40 },<br />
          8 =&gt; {        17 =&gt;                  -45 },<br />
          9 =&gt; {        17 =&gt;                  -50 },<br />
          10 =&gt; {        17 =&gt;                  -55,   <br />
                        13 =&gt;                  +11 },<br />
                        # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      104,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      10<br />
    # --------------------------------------<br />
    ],<br />
  <br />
    # ----------------#<br />
    # Attribute     1 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "Herói",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
         1	=&gt; [	10	,	5	,	5	,	5	,	5	,	5	],<br />
2	=&gt; [	30	,	10	,	10	,	10	,	10	,	10	],<br />
3	=&gt; [	50	,	15	,	15	,	15	,	15	,	15	],<br />
4	=&gt; [	70	,	20	,	20	,	20	,	20	,	20	],<br />
5	=&gt; [	90	,	25	,	25	,	25	,	25	,	25	],<br />
6	=&gt; [	110	,	30	,	30	,	30	,	30	,	30	],<br />
7	=&gt; [	130	,	35	,	35	,	35	,	35	,	35	],<br />
8	=&gt; [	150	,	40	,	40	,	40	,	40	,	40	],<br />
9	=&gt; [	170	,	45	,	45	,	45	,	45	,	45	],<br />
10	=&gt; [	190	,	50	,	50	,	50	,	50	,	50	],<br />
11	=&gt; [	210	,	55	,	55	,	55	,	55	,	55	],<br />
12	=&gt; [	230	,	60	,	60	,	60	,	60	,	60	],<br />
13	=&gt; [	250	,	65	,	65	,	65	,	65	,	65	],<br />
14	=&gt; [	270	,	70	,	70	,	70	,	70	,	70	],<br />
15	=&gt; [	290	,	75	,	75	,	75	,	75	,	75	],<br />
16	=&gt; [	310	,	80	,	80	,	80	,	80	,	80	],<br />
17	=&gt; [	330	,	85	,	85	,	85	,	85	,	85	],<br />
18	=&gt; [	350	,	90	,	90	,	90	,	90	,	90	],<br />
19	=&gt; [	370	,	95	,	95	,	95	,	95	,	95	],<br />
20	=&gt; [	390	,	100	,	100	,	100	,	100	,	100	],<br />
21	=&gt; [	410	,	105	,	105	,	105	,	105	,	105	],<br />
22	=&gt; [	430	,	110	,	110	,	110	,	110	,	110	],<br />
23	=&gt; [	450	,	115	,	115	,	115	,	115	,	115	],<br />
24	=&gt; [	470	,	120	,	120	,	120	,	120	,	120	],<br />
25	=&gt; [	490	,	125	,	125	,	125	,	125	,	125	],<br />
26	=&gt; [	510	,	130	,	130	,	130	,	130	,	130	],<br />
27	=&gt; [	530	,	135	,	135	,	135	,	135	,	135	],<br />
28	=&gt; [	550	,	140	,	140	,	140	,	140	,	140	],<br />
29	=&gt; [	570	,	145	,	145	,	145	,	145	,	145	],<br />
30	=&gt; [	590	,	150	,	150	,	150	,	150	,	150	],<br />
31	=&gt; [	610	,	155	,	155	,	155	,	155	,	155	],<br />
32	=&gt; [	630	,	160	,	160	,	160	,	160	,	160	],<br />
33	=&gt; [	650	,	165	,	165	,	165	,	165	,	165	],<br />
34	=&gt; [	670	,	170	,	170	,	170	,	170	,	170	],<br />
35	=&gt; [	690	,	175	,	175	,	175	,	175	,	175	],<br />
36	=&gt; [	710	,	180	,	180	,	180	,	180	,	180	],<br />
37	=&gt; [	730	,	185	,	185	,	185	,	185	,	185	],<br />
38	=&gt; [	750	,	190	,	190	,	190	,	190	,	190	],<br />
39	=&gt; [	770	,	195	,	195	,	195	,	195	,	195	],<br />
40	=&gt; [	790	,	200	,	200	,	200	,	200	,	200	],<br />
41	=&gt; [	810	,	205	,	205	,	205	,	205	,	205	],<br />
42	=&gt; [	830	,	210	,	210	,	210	,	210	,	210	],<br />
43	=&gt; [	850	,	215	,	215	,	215	,	215	,	215	],<br />
44	=&gt; [	870	,	220	,	220	,	220	,	220	,	220	],<br />
45	=&gt; [	890	,	225	,	225	,	225	,	225	,	225	],<br />
46	=&gt; [	910	,	230	,	230	,	230	,	230	,	230	],<br />
47	=&gt; [	930	,	235	,	235	,	235	,	235	,	235	],<br />
48	=&gt; [	950	,	240	,	240	,	240	,	240	,	240	],<br />
49	=&gt; [	970	,	245	,	245	,	245	,	245	,	245	],<br />
50	=&gt; [	990	,	250	,	250	,	250	,	250	,	250	],<br />
<br />
<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
         <br />
                         # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)]<br />
                    <br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # level =&gt; [ skill id, chance% ], <br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "Herói: Alguns indivíduos conseguem se sobrepor aos outros, a esses<br />
      chamamos de heróis.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      96,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      50<br />
    # --------------------------------------<br />
    ],<br />
  <br />
    # ----------------#<br />
    # Attribute     2 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "Arte das Trevas",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
          1 =&gt; [  3,  6,   2,   2,   5,   4],<br />
          2 =&gt; [  7, 15,   5,   3,  12,   8],<br />
          3 =&gt; [ 12, 25,   9,   5,  21,  14],<br />
          4 =&gt; [ 18, 37,  14,   7,  32,  21],<br />
          5 =&gt; [ 25, 51,  20,  11,  45,  31],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
          1 =&gt; {         16 =&gt; [             1.03,               0.98] },<br />
          2 =&gt; {         16 =&gt; [             1.07,               0.95] },<br />
          3 =&gt; {         16 =&gt; [             1.11,               0.93] },<br />
          4 =&gt; {         16 =&gt; [             1.20,               0.85],<br />
                         15 =&gt; [             0.95,               1.05]},<br />
          5 =&gt; {         16 =&gt; [             1.25,               0.80],<br />
                         15 =&gt; [             0.90,               1.11]},<br />
          6 =&gt; {         16 =&gt; [             1.33,               0.50],<br />
                         15 =&gt; [             0.66,               1.50]},<br />
          7 =&gt; {         16 =&gt; [             1.44,               0.40],<br />
                         15 =&gt; [             0.60,               1.60]},<br />
          8 =&gt; {         16 =&gt; [             1.55,               0.35],<br />
                         15 =&gt; [             0.33,               1.80]},<br />
          9 =&gt; {         16 =&gt; [             1.78,               0.30],<br />
                         15 =&gt; [             0.22,               1.90]},<br />
          10 =&gt; {        16 =&gt; [             2.00,               0.25],<br />
                         15 =&gt; [             0.15,               2.00]},<br />
                          <br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)] <br />
                    1 =&gt; [13],<br />
                    3 =&gt; [14],<br />
                    5 =&gt; [15],<br />
                    7 =&gt; [16],<br />
                    8 =&gt; [17],<br />
                    10 =&gt; [18],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # level =&gt; [ skill id, chance%], <br />
          1 =&gt; [        19,      10 ],<br />
          2 =&gt; [        19,      20 ],<br />
          3 =&gt; [        19,      35 ],<br />
          4 =&gt; [        19,      50 ],<br />
          5 =&gt; [        19,      60 ],<br />
          6 =&gt; [        19,     100 ],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "Artes das Trevas: A Magia Negra consiste em enfraquecer seus inimigos. <br />
      Quanto mais se avança nesta arte, O usuário se torna mais vulnerável a<br />
      danos por Luz emais resistente a danos por Trevas.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
          1 =&gt; {         3 =&gt;                  -10 },<br />
          2 =&gt; {         3 =&gt;                  -20 },<br />
          3 =&gt; {         3 =&gt;                  -30 },<br />
          4 =&gt; {         3 =&gt;                  -40 },<br />
          5 =&gt; {         3 =&gt;                  -50 },<br />
          6 =&gt; {         3 =&gt;                  -60 },<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      111,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      10<br />
    # --------------------------------------<br />
    ],<br />
    # ----------------#<br />
    # Attribute     3 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "A Força do Trovão",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
          1 =&gt; [  3,  6,   2,   2,   5,   4],<br />
          2 =&gt; [  7, 15,   5,   3,  12,   8],<br />
          3 =&gt; [ 12, 25,   9,   5,  21,  14],<br />
          4 =&gt; [ 18, 37,  14,   7,  32,  21],<br />
          5 =&gt; [ 25, 51,  20,  11,  45,  31],<br />
          6 =&gt; [ 33, 67,  27,  13,  60,  40],<br />
          7 =&gt; [ 40, 80,  35,  15,  75,  50],<br />
          8 =&gt; [ 50, 90,  44,  17,  90,  60],<br />
          9 =&gt; [ 60, 100,  54,  19,  105,  70],<br />
          10 =&gt; [ 70, 110,  65,  21,  130,  80],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
          1 =&gt; {         11 =&gt; [             1.03,               0.98] },<br />
          2 =&gt; {         11 =&gt; [             1.06,               0.95] },<br />
          3 =&gt; {         11 =&gt; [             1.09,               0.91] },<br />
          4 =&gt; {         11 =&gt; [             1.12,               0.85] },<br />
          5 =&gt; {         11 =&gt; [             1.16,               0.78] },<br />
          6 =&gt; {         11 =&gt; [             1.24,               0.70] },<br />
          7 =&gt; {         11 =&gt; [             1.28,               0.65] },<br />
          8 =&gt; {         11 =&gt; [             1.32,               0.60] },<br />
          9 =&gt; {         11 =&gt; [             1.36,               0.55] },<br />
          10 =&gt; {         11 =&gt; [             1.40,               0.50] },<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)] <br />
                    1 =&gt; [21],<br />
                    3 =&gt; [22],<br />
                    4 =&gt; [23],<br />
                    5 =&gt; [24],<br />
                    6 =&gt; [25],<br />
                    7 =&gt; [26],<br />
                    8 =&gt; [27],<br />
                    9 =&gt; [28],<br />
                    10 =&gt; [29],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # level =&gt; [ skill id, chance% ], <br />
          1 =&gt; [        21,       7 ],<br />
          2 =&gt; [        21,      13 ],<br />
          3 =&gt; [        21,      18 ],<br />
          4 =&gt; [        21,      22 ],<br />
          5 =&gt; [        21,      25 ],<br />
          6 =&gt; [        21,      27 ],<br />
          7 =&gt; [        21,      28 ],<br />
          8 =&gt; [        21,      29 ],<br />
          9 =&gt; [        21,      30 ],<br />
          10 =&gt; [        21,      35 ],<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "A força do Trovão: É a habilidade de manipular a eletricidade.<br />
      Usuários avançados conseguem paralizar os adversários.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
          1 =&gt; {         7 =&gt;                  -10 },<br />
          2 =&gt; {         7 =&gt;                  -15,<br />
                         8 =&gt;                  -10 },<br />
          3 =&gt; {         7 =&gt;                  -18,<br />
                         8 =&gt;                  -13 },<br />
          4 =&gt; {         7 =&gt;                  -23,<br />
                         8 =&gt;                  -18 },<br />
          5 =&gt; {         7 =&gt;                  -30,<br />
                         8 =&gt;                  -25 },<br />
          6 =&gt; {         7 =&gt;                  -35,<br />
                         8 =&gt;                  -35 },<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      106,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      10<br />
    # --------------------------------------<br />
    ],<br />
    # ----------------#<br />
    # Attribute     4 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "Manuseio da Espada",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
          1	=&gt;	[	5	,	0	,	5	,	1	,	0	,	1	],<br />
2	=&gt;	[	10	,	0	,	7	,	2	,	0	,	2	],<br />
3	=&gt;	[	15	,	0	,	9	,	3	,	0	,	3	],<br />
4	=&gt;	[	20	,	0	,	11	,	4	,	0	,	4	],<br />
5	=&gt;	[	25	,	0	,	13	,	5	,	0	,	5	],<br />
6	=&gt;	[	30	,	0	,	15	,	6	,	0	,	6	],<br />
7	=&gt;	[	35	,	0	,	17	,	7	,	0	,	7	],<br />
8	=&gt;	[	40	,	0	,	19	,	8	,	0	,	8	],<br />
9	=&gt;	[	45	,	0	,	21	,	9	,	0	,	9	],<br />
10	=&gt;	[	50	,	0	,	23	,	10	,	0	,	10	],<br />
11	=&gt;	[	55	,	0	,	25	,	11	,	0	,	11	],<br />
12	=&gt;	[	60	,	0	,	27	,	12	,	0	,	12	],<br />
13	=&gt;	[	65	,	0	,	29	,	13	,	0	,	13	],<br />
14	=&gt;	[	70	,	0	,	31	,	14	,	0	,	14	],<br />
15	=&gt;	[	75	,	0	,	33	,	15	,	0	,	15	],<br />
16	=&gt;	[	80	,	0	,	35	,	16	,	0	,	16	],<br />
17	=&gt;	[	85	,	0	,	37	,	17	,	0	,	17	],<br />
18	=&gt;	[	90	,	0	,	39	,	18	,	0	,	18	],<br />
19	=&gt;	[	95	,	0	,	41	,	19	,	0	,	19	],<br />
20	=&gt;	[	100	,	0	,	43	,	20	,	0	,	20	],<br />
<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
          1 =&gt; {          2 =&gt; [             1.03,               0.98] },<br />
          2 =&gt; {          2 =&gt; [             1.07,               0.95] },<br />
          3 =&gt; {          2 =&gt; [             1.11,               0.93] },<br />
          4 =&gt; {          2 =&gt; [             1.15,               0.90] },<br />
          5 =&gt; {          2 =&gt; [             1.19,               0.88] },<br />
          6 =&gt; {          2 =&gt; [             1.23,               0.85] },<br />
          7 =&gt; {          2 =&gt; [             1.27,               0.83] },<br />
          8 =&gt; {          2 =&gt; [             1.31,               0.80] },<br />
          9 =&gt; {          2 =&gt; [             1.34,               0.78] },<br />
          10 =&gt; {          2 =&gt; [             1.38,               0.75] },<br />
          11 =&gt; {          2 =&gt; [             1.42,               0.73] },<br />
          12 =&gt; {          2 =&gt; [             1.46,               0.70] },<br />
          13 =&gt; {          2 =&gt; [             1.50,               0.68] },<br />
          14 =&gt; {          2 =&gt; [             1.54,               0.65] },<br />
          15 =&gt; {          2 =&gt; [             1.58,               0.63] },<br />
          16 =&gt; {          2 =&gt; [             1.62,               0.60] },<br />
          17 =&gt; {          2 =&gt; [             1.66,               0.58] },<br />
          18 =&gt; {          2 =&gt; [             1.70,               0.55] },<br />
          19 =&gt; {          2 =&gt; [             1.74,               0.53] },<br />
          20 =&gt; {          2 =&gt; [             1.78,               0.50] },<br />
         <br />
                         # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)] <br />
                    1 =&gt; [31],<br />
                    3 =&gt; [32],<br />
                    6 =&gt; [33],<br />
                    9 =&gt; [34],<br />
                    12 =&gt; [35],<br />
                    15 =&gt; [36],<br />
                    <br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # *required element is optional*<br />
    # level =&gt; [ skill id, chance%], <br />
       <br />
              <br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "Manejo da Espada: Aprimora as habilidades de combate com a espada.<br />
      Usuários avançados podem desferir grandes quantidades de dano.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
          <br />
                        # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      9,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      20<br />
    # --------------------------------------<br />
    ],<br />
  # ----------------#<br />
    # Attribute     5 #<br />
    # ----------------#<br />
    [<br />
    # "Name"<br />
      "Retalhador",  <br />
    # --------------------------------------<br />
     <br />
    {<br />
    # Bonus Values: -- { for no bonus, clear the lines} --<br />
    # level =&gt; [ HP, MP, ATK, DEF, SPI, AGI],<br />
1	=&gt;	[	0	,	0	,	5	,	0	,	0	,	5	],<br />
2	=&gt;	[	0	,	0	,	15	,	0	,	0	,	15	],<br />
3	=&gt;	[	0	,	0	,	40	,	0	,	0	,	40	],<br />
4	=&gt;	[	0	,	0	,	90	,	0	,	0	,	90	],<br />
5	=&gt;	[	0	,	0	,	110	,	0	,	0	,	110	],<br />
<br />
<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Damage/Defense Boost: -- { for no elements, clear the lines} --<br />
    # level =&gt; { element id =&gt; [attack multiplier, defense multiplier] },<br />
          1 =&gt; {          2 =&gt; [             1.50,               0.98], <br />
                          19 =&gt; [            1.50,               0.98],<br />
                          19 =&gt; [            1.50,               0.98]},<br />
          2 =&gt; {          2 =&gt; [             2.00,               0.98], <br />
                          19 =&gt; [            2.00,               0.98],<br />
                          19 =&gt; [            2.00,               0.98]},<br />
          3 =&gt; {          2 =&gt; [             3.00,               0.98], <br />
                          19 =&gt; [            3.00,               0.98],<br />
                          19 =&gt; [            3.00,               0.98]},<br />
          4 =&gt; {          2 =&gt; [             4.00,               0.98], <br />
                          19 =&gt; [            4.00,               0.98],<br />
                          19 =&gt; [            4.00,               0.98]},<br />
          5 =&gt; {          2 =&gt; [             5.00,               0.98], <br />
                          19 =&gt; [            5.00,               0.98],<br />
                          19 =&gt; [            5.00,               0.98]},<br />
                         # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # Teaches skills: -- { for no skills, clear the lines} --<br />
    # attribute level =&gt; [skill id(s)] <br />
                  <br />
                    <br />
    # --------------------------------------<br />
    },<br />
    <br />
    {<br />
    # May activate skill: -- { for no skill, clear the lines} --<br />
    # *required element is optional*<br />
    # level =&gt; [ skill id, chance%], <br />
       <br />
              <br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Description:<br />
    # " text here "<br />
      "Retalhador: O Retalhador consegue usar melhor as Lãminas aplicando <br />
      um dano muito maior.",<br />
    # --------------------------------------<br />
    <br />
    {<br />
    # Sates alteration:     -- { for no states, clear the lines} --<br />
    # level =&gt; { status id =&gt; probability diffence },<br />
          <br />
                        # this line is also valid for level 4<br />
    # --------------------------------------<br />
    },<br />
    <br />
    # Icon Index -- { for no icon, write 0 } --<br />
      9,<br />
    # --------------------------------------<br />
    <br />
    # Max Level<br />
      20<br />
    # --------------------------------------<br />
    ],<br />
]<br />
  # Innate attributes<br />
  <br />
  # Actor based<br />
  Actor_attributes = <br />
  {<br />
  # Actor Id 1<br />
  1 =&gt; {<br />
#~     2 =&gt; [0]<br />
       },<br />
  # Actor Id 3  <br />
  3 =&gt; {<br />
       }<br />
  }<br />
  <br />
  # Class based<br />
  Class_attributes = <br />
  {<br />
  # Class Id 1    <br />
  1 =&gt; {<br />
       },<br />
  <br />
  # Class Id 2<br />
  1 =&gt; {<br />
    # level =&gt; [attribute ids...]<br />
#~     1 =&gt; [0],<br />
       },<br />
    <br />
  }<br />
  <br />
  # Upgrade Cost Formula<br />
  def cost?(level)<br />
    level += 3<br />
    cost = (level * level + level)/2<br />
    return cost<br />
  end<br />
  <br />
  # By setting numbers are be chosing which item(s) can be sold <br />
  # as attribute points <br />
  Items_points_id = [22,23]<br />
  <br />
  # Allow for an information window to appear if A (default: shift)<br />
  # is pressed?<br />
  Info_window = true<br />
  <br />
  <br />
  # Hide the following status from that window<br />
  HIDE_S = []<br />
  <br />
  # Associate each element with an icon<br />
  # * Elements not indicated here will not appear in thi window<br />
  ELEMENT_ICONS = { 1 =&gt; 132,<br />
                    2 =&gt; 10,<br />
                    3 =&gt; 4, <br />
                    4 =&gt; 14, <br />
                    5 =&gt; 16, <br />
                    6 =&gt; 12,<br />
                    9 =&gt; 104, <br />
                    10 =&gt; 105, <br />
                    11 =&gt; 106, <br />
                    12 =&gt; 107,<br />
                    13 =&gt; 108, <br />
                    14 =&gt; 109, <br />
                    15 =&gt; 110, <br />
                    16 =&gt; 111,<br />
   } # Do not remove this.<br />
<br />
end<br />
<br />
# Message shown when you buy attribute points<br />
Vocab::Shop_text = "%s comprou %s pontos de atributos."<br />
# %s - actor<br />
# %s - number of points<br />
<br />
# Message shown when you earn extra attribute points<br />
Vocab::Bonus_Points = "O grupo ganhou %s pontos de atributos"<br />
# %s - number of points<br />
# note: 's' will be added to the message if more than 1 point is gained.<br />
<br />
<br />
imported = {} if imported.nil?<br />
imported["Attributes"] = true<br />
#==============================================================================<br />
# ** Game_Actor<br />
#------------------------------------------------------------------------------<br />
#  This class handles actors. It's used within the Game_Actors class<br />
# ($game_actors) and referenced by the Game_Party class ($game_party).<br />
#==============================================================================<br />
class Game_Actor &lt; Game_Battler<br />
  include Attibute_Def<br />
  #--------------------------------------------------------------------------<br />
  # * Public Instance Variables<br />
  #--------------------------------------------------------------------------<br />
  attr_accessor :attributes                     # attributes<br />
  attr_accessor :attr_points                    # points<br />
  #--------------------------------------------------------------------------<br />
  # * Setup<br />
  #     actor_id : actor ID<br />
  #--------------------------------------------------------------------------<br />
  alias attributes_setup setup<br />
  def setup(actor_id)<br />
    attributes_setup(actor_id)<br />
    @attributes = {}<br />
    @attr_points = 0<br />
    l = @level<br />
    for a in 1..l<br />
      @attr_points += a<br />
      update_attributes<br />
    end<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Attributes<br />
  #     id : attribute ID<br />
  #-------------------------------------------------------------------------- <br />
  def start_attribute(id)<br />
    index = @attributes.index(Attribute.new(id))<br />
    @attributes[id] = Attribute.new(id) if index.nil?<br />
  end<br />
  <br />
  def remove_attribute(id)<br />
    reset_attribute(id)<br />
    @attributes.delete(id)<br />
  end<br />
  <br />
  def reset_attribute(id)<br />
    while @attributes[d].level &gt; 0<br />
      attribute_down(id)<br />
    end<br />
  end<br />
      <br />
  def attribute_up(id)<br />
    return if @attributes[id].level == @attributes[id].max_level <br />
  #----------------------------------------<br />
    @maxhp_plus -= @attributes[id].bonus[0]<br />
    @maxmp_plus -= @attributes[id].bonus[1]<br />
    @atk_plus   -= @attributes[id].bonus[2]<br />
    @def_plus   -= @attributes[id].bonus[3]<br />
    @spi_plus   -= @attributes[id].bonus[4]<br />
    @agi_plus   -= @attributes[id].bonus[5]<br />
  #----------------------------------------<br />
    @attributes[id].upgrade<br />
  #----------------------------------------<br />
    @maxhp_plus += @attributes[id].bonus[0]<br />
    @maxmp_plus += @attributes[id].bonus[1]<br />
    @atk_plus   += @attributes[id].bonus[2]<br />
    @def_plus   += @attributes[id].bonus[3]<br />
    @spi_plus   += @attributes[id].bonus[4]<br />
    @agi_plus   += @attributes[id].bonus[5]<br />
  #----------------------------------------<br />
    for skill in @attributes[id].skills<br />
      learn_skill(skill)<br />
    end<br />
  end<br />
<br />
  def attribute_down(id)<br />
    return if @attributes[id].level == 0<br />
  #----------------------------------------<br />
    @maxhp_plus -= @attributes[id].bonus[0]<br />
    @maxmp_plus -= @attributes[id].bonus[1]<br />
    @atk_plus   -= @attributes[id].bonus[2]<br />
    @def_plus   -= @attributes[id].bonus[3]<br />
    @spi_plus   -= @attributes[id].bonus[4]<br />
    @agi_plus   -= @attributes[id].bonus[5]<br />
  #----------------------------------------<br />
    for skill in @attributes[id].skills<br />
      forget_skill(skill)<br />
    end<br />
    @attributes[id].downgrade<br />
  #----------------------------------------<br />
    @maxhp_plus += @attributes[id].bonus[0]<br />
    @maxmp_plus += @attributes[id].bonus[1]<br />
    @atk_plus   += @attributes[id].bonus[2]<br />
    @def_plus   += @attributes[id].bonus[3]<br />
    @spi_plus   += @attributes[id].bonus[4]<br />
    @agi_plus   += @attributes[id].bonus[5]<br />
  #----------------------------------------<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Level Up<br />
  #--------------------------------------------------------------------------<br />
  alias attr_level_up level_up<br />
  def level_up<br />
    attr_level_up<br />
    @attr_points += @level<br />
    update_attributes<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Level Down<br />
  #--------------------------------------------------------------------------<br />
  alias attr_level_down level_down<br />
  def level_down<br />
    attr_level_down<br />
    update_attributes<br />
    @attr_points -= @level<br />
  end<br />
 <br />
  #--------------------------------------------------------------------------<br />
  # * Upgrade Attribute<br />
  #--------------------------------------------------------------------------<br />
  def upgrade_attr(id)<br />
    @attr_points -= cost?(@attributes[id].level)<br />
    attribute_up(id)<br />
  end<br />
  <br />
  def update_attributes<br />
    a = @level<br />
    if !Actor_attributes[@actor_id].nil?<br />
      if !Actor_attributes[@actor_id][a].nil?<br />
        for attr_i in Actor_attributes[@actor_id][a]<br />
          start_attribute(attr_i) unless @attributes.has_key?(attr_i)<br />
        end<br />
      end<br />
    end<br />
    if !Class_attributes[class_id].nil?<br />
      if !Class_attributes[class_id][a].nil?<br />
        for attr_i in Class_attributes[class_id][a]<br />
          start_attribute(attr_i) unless @attributes.has_key?(attr_i)<br />
        end<br />
      end<br />
    end<br />
  end<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Get Added State Success Rate<br />
  #     state_id : state ID<br />
  #--------------------------------------------------------------------------<br />
  alias attr_state_probability state_probability<br />
  def state_probability(state_id)<br />
    n = attr_state_probability(state_id)<br />
    for id in @attributes.keys<br />
      if @attributes[id].states.include?(state_id)<br />
        n += @attributes[id].states[state_id]<br />
      end<br />
    end<br />
    return n<br />
  end<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Change Class ID<br />
  #     class_id : New class ID<br />
  #--------------------------------------------------------------------------<br />
  alias attr_class_id class_id=<br />
  def class_id=(class_id)<br />
    attr_class_id(class_id)<br />
    update_attributes<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Determine if Equippable<br />
  #     item : item<br />
  #--------------------------------------------------------------------------<br />
  alias attr_equippable? equippable?<br />
  def equippable?(item)<br />
    item.req_attribute.each {|attr_id, a_level|<br />
    if @attributes[attr_id].nil?<br />
      return false<br />
      break<br />
    end<br />
    return false unless @attributes[attr_id].level &gt;= a_level }<br />
    attr_equippable?(item)<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Determine Usable Skills<br />
  #     skill : skill<br />
  #--------------------------------------------------------------------------<br />
  alias attr_skill_can_use? skill_can_use?<br />
  def skill_can_use?(skill)<br />
    skill.req_attribute.each {|attr_id, a_level|<br />
    if @attributes[attr_id].nil?<br />
      return false<br />
      break<br />
    end<br />
    return false unless @attributes[attr_id].level &gt;= a_level }<br />
    attr_skill_can_use?(skill)<br />
  end<br />
  <br />
end<br />
<br />
#==============================================================================<br />
# ** Game_Battler<br />
#------------------------------------------------------------------------------<br />
#  This class deals with battlers. It's used as a superclass of the Game_Actor<br />
# and Game_Enemy classes.<br />
#==============================================================================<br />
<br />
class Game_Battler<br />
  include Attibute_Def<br />
  #--------------------------------------------------------------------------<br />
  # * Calculation of Damage Caused by Skills or Items<br />
  #     user : User of skill or item<br />
  #     obj  : Skill or item (for normal attacks, this is nil)<br />
  #    The results are substituted for @hp_damage or @mp_damage.<br />
  #--------------------------------------------------------------------------<br />
  alias attr_make_obj_damage_value make_obj_damage_value<br />
  def make_obj_damage_value(user, obj)<br />
    mult = 1<br />
    if !user.attributes.nil?<br />
      for id in user.attributes.keys<br />
        for element in user.attributes[id].elements.keys & obj.element_set<br />
          mult += user.attributes[id].elements[element][0] - 1<br />
        end<br />
      end<br />
    end<br />
    div = 1<br />
    if !self.attributes.nil?<br />
      for id in self.attributes.keys<br />
        for element in self.attributes[id].elements.keys & obj.element_set<br />
          div *= self.attributes[id].elements[element][1]<br />
        end<br />
      end<br />
    end<br />
    new = obj.clone<br />
    new.base_damage = (obj.base_damage * mult * div).round<br />
    attr_make_obj_damage_value(user, new)<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Game_BattleAction<br />
#------------------------------------------------------------------------------<br />
#  This class handles battle actions. This class is used within the<br />
# Game_Battler class.<br />
#==============================================================================<br />
<br />
class Game_BattleAction<br />
  include Attibute_Def<br />
  #--------------------------------------------------------------------------<br />
  # * Set Normal Attack<br />
  #--------------------------------------------------------------------------<br />
  alias attr_set_attack set_attack<br />
  def set_attack<br />
    activated_special_skill = false<br />
    if !@battler.attributes.nil?<br />
      auto_skills = []<br />
      for id in @battler.attributes.keys<br />
        if rand(100) &lt; @battler.attributes[id].auto_skill_chance<br />
          s_id = @battler.attributes[id].auto_skill<br />
          if @battler.skill_learn?($data_skills[s_id])<br />
            if @battler.skill_can_use?($data_skills[s_id])<br />
              auto_skills.push(s_id)<br />
              activated_special_skill = true<br />
            end<br />
          else<br />
            @battler.learn_skill(s_id)<br />
            if @battler.skill_can_use?($data_skills[s_id])<br />
              auto_skills.push(s_id)<br />
              activated_special_skill = true<br />
            end<br />
            @battler.forget_skill(s_id)<br />
          end<br />
        end<br />
      end<br />
    end<br />
    if activated_special_skill<br />
      skill = auto_skills[rand(auto_skills.size)]<br />
      set_skill(skill)<br />
      @battler.action.forcing = true<br />
    else<br />
      attr_set_attack <br />
    end<br />
  end<br />
end<br />
<br />
class Scene_Battle &lt; Scene_Base<br />
  #--------------------------------------------------------------------------<br />
  # * End Target Enemy Selection<br />
  #--------------------------------------------------------------------------<br />
  alias attr_end_target_enemy_selection end_target_enemy_selection<br />
  def end_target_enemy_selection<br />
    attr_end_target_enemy_selection<br />
    if @active_battler.action.forcing and @active_battler.is_a?(Game_Actor) and @active_battler.action.skill?<br />
      for attr in @active_battler.attributes.keys<br />
        if @active_battler.action.skill.id == @active_battler.attributes[attr].auto_skill<br />
          unless [1,2,3,4,5,6].include?(@active_battler.action.skill.scope)<br />
            @active_battler.action.decide_random_target<br />
          end<br />
        end<br />
      end<br />
    end<br />
  end<br />
end<br />
<br />
module RPG<br />
  <br />
  class Enemy<br />
    def bonus_points<br />
      bonus_points = 0<br />
      self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
        case line<br />
        when /&lt;BONUS_POINTS|bonus points&#092;s*(&#092;d+)&gt;/i<br />
          bonus_points = $1.to_i<br />
        end<br />
      }<br />
      return [0, bonus_points].max<br />
    end<br />
    <br />
    def attributes<br />
      create_attributes if @attributes.nil?<br />
      return @attributes<br />
    end<br />
    <br />
    def create_attributes<br />
      @attributes = {}<br />
      for id in 0...Attibute_Def::ATTRIBUTES.size<br />
        attribute = Attribute.new(id)<br />
        compare = /&lt;#{Regexp.quote(attribute.name)}&#092;s*(&#092;d+)&gt;/i<br />
        self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
          case line<br />
          when compare<br />
            level = $1.to_i<br />
            @attributes[id] = attribute<br />
            while @attributes[id].level &lt; level<br />
              @attributes[id].upgrade<br />
              break if @attributes[id].maxed?<br />
            end<br />
          end<br />
        }<br />
      end<br />
    end<br />
  end # End: class Enemy<br />
  <br />
  class Item &lt; UsableItem<br />
    def start_attr_cache<br />
      @teach_attributes = []; @non_usable = []<br />
      self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
        case line<br />
        when /&lt;TEACH_ATTRIBUTE|teach attribute&#092;s*(&#092;d+)&gt;/i<br />
          @teach_attributes.push($1.to_i)<br />
        when /&lt;NO_CLASS|no class&#092;s*(&#092;d+)&gt;/i<br />
          @non_usable.push($1.to_i)<br />
        end<br />
      }<br />
    end<br />
    attr_reader :teach_attributes<br />
    attr_reader :non_usable<br />
  end # End: class Item &lt; UsableItem<br />
  <br />
  class Weapon &lt; BaseItem<br />
    def req_attribute<br />
      req_attr = {}<br />
      for id in 0...Attibute_Def::ATTRIBUTES.size<br />
        attribute = Attribute.new(id)<br />
        compare = /&lt;req #{Regexp.quote(attribute.name)}&#092;s*(&#092;d+)&gt;/i<br />
        self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
          line<br />
          case line<br />
          when compare<br />
            req_attr[id] = $1.to_i<br />
          end<br />
        }<br />
      end<br />
      return req_attr<br />
    end<br />
  end # End: class Weapon &lt; BaseItem<br />
  <br />
  class Armor &lt; BaseItem<br />
   def req_attribute<br />
      req_attr = {}<br />
      for id in 0...Attibute_Def::ATTRIBUTES.size<br />
        attribute = Attribute.new(id)<br />
        compare = /&lt;req #{Regexp.quote(attribute.name)}&#092;s*(&#092;d+)&gt;/i<br />
        self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
          case line<br />
          when compare<br />
            req_attr[id] = $1.to_i<br />
          end<br />
        }<br />
      end<br />
      return req_attr<br />
    end<br />
  end # End: class Armor &lt; BaseItem<br />
  <br />
  class UsableItem &lt; BaseItem<br />
   def req_attribute<br />
      req_attr = {}<br />
      for id in 0...Attibute_Def::ATTRIBUTES.size<br />
        attribute = Attribute.new(id)<br />
        compare = /&lt;req #{Regexp.quote(attribute.name)}&#092;s*(&#092;d+)&gt;/i<br />
        self.note.split(/[&#092;r&#092;n]+/).each { |line|<br />
          case line<br />
          when compare<br />
            req_attr[id] = $1.to_i<br />
          end<br />
        }<br />
      end<br />
      return req_attr<br />
    end<br />
  end # End: class UsableItem &lt; BaseItem<br />
  <br />
end # End: module RPG<br />
<br />
<br />
#==============================================================================<br />
# ** Game_Enemy<br />
#------------------------------------------------------------------------------<br />
#  This class handles enemy characters. It's used within the Game_Troop class<br />
# ($game_troop).<br />
#==============================================================================<br />
<br />
class Game_Enemy &lt; Game_Battler<br />
  #--------------------------------------------------------------------------<br />
  # * Public Instance Variables<br />
  #--------------------------------------------------------------------------<br />
  attr_reader :attributes<br />
  #--------------------------------------------------------------------------<br />
  # * Object Initialization<br />
  #     index    : index in troop<br />
  #     enemy_id : enemy ID<br />
  #--------------------------------------------------------------------------<br />
  alias attr_initialize initialize<br />
  def initialize(index, enemy_id)<br />
    attr_initialize(index, enemy_id)<br />
    @attributes = enemy.attributes <br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Get Added State Success Rate<br />
  #     state_id : state ID<br />
  #--------------------------------------------------------------------------<br />
  alias attr_state_probability state_probability<br />
  def state_probability(state_id)<br />
    n = attr_state_probability(state_id)<br />
    for id in @attributes.keys<br />
      if @attributes[id].states.include?(state_id)<br />
        n += @attributes[id].states[state_id]<br />
      end<br />
    end<br />
    return n<br />
  end<br />
  <br />
end # End: class Game_Enemy &lt; Game_Battler<br />
<br />
<br />
#==============================================================================<br />
# ** Game_Battler<br />
#------------------------------------------------------------------------------<br />
#  This class deals with battlers. It's used as a superclass of the Game_Actor<br />
# and Game_Enemy classes.<br />
#==============================================================================<br />
<br />
class Game_Battler  <br />
  alias attr_item_effective? item_effective?<br />
  #--------------------------------------------------------------------------<br />
  # * Determine if an Item can be Used<br />
  #     user : Item user<br />
  #     item : item<br />
  #--------------------------------------------------------------------------<br />
  def item_effective?(user, item)<br />
    item.start_attr_cache<br />
    return false if item.non_usable.include?(user.class.id)<br />
    for t in item.teach_attributes<br />
      return true if !user.attributes.include?(t)<br />
    end<br />
    attr_item_effective?(user, item)<br />
  end<br />
<br />
  alias attr_item_effect item_effect<br />
  #--------------------------------------------------------------------------<br />
  # * Apply Item Effects<br />
  #     user : Item user<br />
  #     item : item<br />
  #--------------------------------------------------------------------------<br />
  def item_effect(user, item)<br />
    attr_item_effect(user, item)<br />
    item.start_attr_cache<br />
    for t in item.teach_attributes<br />
      user.start_attribute(t) if !user.attributes.include?(t) and !@skipped<br />
    end    <br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Scene_Shop<br />
#------------------------------------------------------------------------------<br />
#  This class performs shop screen processing.<br />
#==============================================================================<br />
<br />
class Scene_Shop &lt; Scene_Base<br />
  #--------------------------------------------------------------------------<br />
  # * Start processing<br />
  #--------------------------------------------------------------------------<br />
  alias attr_points_start start<br />
  def start<br />
    attr_points_start<br />
    @select_actor = Window_Select_Actor.new(0, 112)<br />
    @select_actor.active = false<br />
    @select_actor.visible = false<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Termination Processing<br />
  #--------------------------------------------------------------------------<br />
  alias attr_points_terminate terminate<br />
  def terminate<br />
    attr_points_terminate<br />
    @select_actor.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Frame Update<br />
  #--------------------------------------------------------------------------<br />
  alias attr_points_update update<br />
  def update<br />
    @select_actor.update<br />
    if @select_actor.active<br />
      update_actor_selection<br />
    else<br />
      attr_points_update<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Confirm Number Input<br />
  #--------------------------------------------------------------------------<br />
  alias attr_points_decide_number_input decide_number_input<br />
  def decide_number_input<br />
    if Attibute_Def::Items_points_id.include?(@buy_wind&#111;w.item.id)<br />
      Sound.play_decision<br />
      @buy_wind&#111;w.active = false<br />
      @buy_wind&#111;w.visible = false<br />
      @number_wind&#111;w.active = false<br />
      @number_wind&#111;w.visible = false<br />
      @select_actor.active = true<br />
      @select_actor.visible = true<br />
      @select_actor.refresh<br />
      @status_wind&#111;w.active = false<br />
      @status_wind&#111;w.visible = false<br />
    else<br />
      attr_points_decide_number_input<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Update Actor Selection<br />
  #--------------------------------------------------------------------------<br />
  def update_actor_selection<br />
    if Input.trigger?(Input::<img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt='B)' /><br />
      Sound.play_cancel<br />
      @number_wind&#111;w.active = true<br />
      @number_wind&#111;w.visible = true<br />
      @number_wind&#111;w.refresh<br />
      @select_actor.active = false<br />
      @select_actor.visible = false<br />
      @status_wind&#111;w.active = true<br />
      @status_wind&#111;w.visible = true<br />
      @status_wind&#111;w.refresh<br />
    elsif Input.trigger?(Input::C)<br />
      actor = $game_party.members[@select_actor.index]<br />
      actor.attr_points += @number_wind&#111;w.number<br />
      $game_party.lose_gold(@number_wind&#111;w.number * @item.price)<br />
      text = sprintf(Vocab::Shop_text, actor.name, @number_wind&#111;w.number)<br />
      @help_wind&#111;w.set_text(text)<br />
      Sound.play_shop<br />
      for i in 0..30<br />
        Graphics.update<br />
      end<br />
      @gold_wind&#111;w.refresh<br />
      @buy_wind&#111;w.active = true<br />
      @buy_wind&#111;w.visible = true<br />
      @buy_wind&#111;w.refresh<br />
      @select_actor.active = false<br />
      @select_actor.visible = false<br />
      @status_wind&#111;w.active = true<br />
      @status_wind&#111;w.visible = true<br />
      @status_wind&#111;w.refresh<br />
    end    <br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Window_Select_Actor <br />
#------------------------------------------------------------------------------<br />
#  Shop actor selection wind&#111;w.<br />
#==============================================================================<br />
class Window_Select_Actor &lt; Window_Selectable<br />
  #--------------------------------------------------------------------------<br />
  # * Initialize<br />
  #--------------------------------------------------------------------------<br />
  def initialize(x, y)<br />
    super(x, y, 544, 97 + WLH * 4)<br />
    refresh<br />
    self.index = 0<br />
  end  <br />
  #--------------------------------------------------------------------------<br />
  # * Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    x = 10; y = 92<br />
    @item_max = 0<br />
    for actor in $game_party.members      <br />
      draw_actor_face(actor, x, 0, y)<br />
      draw_actor_name(actor, x, y)<br />
      draw_actor_class(actor, x, y + (WLH-2) * 2)<br />
      draw_actor_level(actor, x, y + WLH - 2)<br />
      x += 544/4<br />
      @item_max += 1<br />
    end<br />
    @column_max = @item_max<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Update cursor<br />
  #--------------------------------------------------------------------------<br />
  def update_cursor<br />
    self.cursor_rect.set(@index * 544/4, 0, 544/4 - 24, contents.height)<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Window_Attr_Desc<br />
#------------------------------------------------------------------------------<br />
# This window shows attribute explanations.<br />
#==============================================================================<br />
<br />
class Window_Attr_Desc &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # * Object Initialization<br />
  #--------------------------------------------------------------------------<br />
  def initialize<br />
    super(0, 0, 544, 3 * WLH + 32)<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Set Text<br />
  # text : character string displayed in window<br />
  # align : alignment (0..flush left, 1..center, 2..flush right)<br />
  #--------------------------------------------------------------------------<br />
  def set_text(text, align = 0)<br />
    if text != @text or align != @align<br />
      self.contents.clear<br />
      self.contents.font.color = normal_color<br />
      self.contents.draw_wrap_text(4, -4, self.width - 40, WLH, text, align)<br />
      @text = text<br />
      @align = align<br />
    end<br />
  end<br />
end<br />
<br />
class Bitmap<br />
  def draw_wrap_text(x,y,width, height, text, align)<br />
    array = text.split<br />
    for i in array<br />
      word = i + ' '<br />
      word_width = text_size(word).width<br />
      if x + word_width &gt; width<br />
        y += (height + 10) / 2<br />
        x = 0<br />
      end<br />
      self.draw_text(x, y, width, height, word)<br />
      x += (word_width + 0)<br />
    end<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Window_Atrr_List<br />
#------------------------------------------------------------------------------<br />
# This window displays a list of attributes<br />
#==============================================================================<br />
<br />
class Window_Atrr_List &lt; Window_Selectable<br />
  include Attibute_Def<br />
#--------------------------------------------------------------------------<br />
# * Object Initialization<br />
# x : window x-coordinate<br />
# y : window y-coordinate<br />
# width : window width<br />
# height : window height<br />
# actor : actor<br />
#--------------------------------------------------------------------------<br />
  def initialize(x, y, width, height, actor)<br />
    super(x, y, width, height)<br />
    @actor = actor<br />
    @column_max = 1<br />
    self.index = 0<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Get Attribute<br />
  #--------------------------------------------------------------------------<br />
  def on_attribute<br />
    return @actor.attributes[@actor.attributes.keys[self.index]]<br />
  end<br />
  #--------------------------------------------------------------------------  <br />
  # * Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    @item_max = @actor.attributes.keys.size<br />
    create_contents<br />
    for a in 0...@item_max <br />
      draw_attribute(a)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Draw Attribute<br />
  #--------------------------------------------------------------------------<br />
  def draw_attribute(a)<br />
    self.contents.clear_rect(item_rect(a))<br />
    attr = @actor.attributes[@actor.attributes.keys[a]]<br />
    self.contents.draw_text(item_rect(a), attr.name)<br />
    for level in 0...attr.level<br />
      draw_icon(attr.icon,150 + level * 30, item_rect(a).y)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Update Attr Window text<br />
  #--------------------------------------------------------------------------<br />
  def update_help<br />
    if on_attribute.nil?<br />
      text = ""<br />
    else<br />
      text = on_attribute.description<br />
    end<br />
    @help_wind&#111;w.set_text(text)<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Window_Points_Status<br />
#------------------------------------------------------------------------------<br />
# This window displays the user's Points, Attribute level, and Cost to Upgrade<br />
# on the attrbitutes screen. <br />
#==============================================================================<br />
<br />
class Window_Point_Status &lt; Window_Base<br />
  include Attibute_Def<br />
  #--------------------------------------------------------------------------<br />
  # * Object Initialization<br />
  # x : window X coordinate<br />
  # y : window Y corrdinate<br />
  # actor : actor<br />
  #--------------------------------------------------------------------------<br />
  def initialize(x, y, actor)<br />
    super(x, y, 240, WLH*3 + 32)<br />
    @actor = actor<br />
    refresh<br />
  end<br />
<br />
  def points<br />
    points = @actor.attr_points<br />
  end<br />
<br />
  def level<br />
    if $scene.on_attribute.nil?<br />
      level = 0<br />
    else<br />
      level = $scene.on_attribute.level<br />
    end<br />
  end<br />
<br />
  def upgrade<br />
    upgrade = cost?(level)<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.contents.draw_text(0, (WLH - 26), 172, WLH, "Points: ")<br />
    self.contents.draw_text(70, (WLH - 26), 172, WLH, points)<br />
    self.contents.draw_text(0, WLH - 2 , 172, WLH, "Level: ")<br />
    self.contents.draw_text(70, WLH - 2, 172, WLH, level)<br />
    self.contents.draw_text(0, WLH + 24, 172, WLH, "Cost to Upgrade: ")<br />
    unless $scene.on_attribute.nil?<br />
      up = upgrade; up= "-" if level == $scene.on_attribute.max_level<br />
      self.contents.draw_text(160, WLH + 24, 172, WLH, up)<br />
    end<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Window_Attr_Status<br />
#------------------------------------------------------------------------------<br />
# This window displays the user's status on the attrbitutes screen.<br />
#==============================================================================<br />
<br />
  class Window_Attr_Status &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # * Object Initialization<br />
  # x : window X coordinate<br />
  # y : window Y corrdinate<br />
  # actor : actor<br />
  #--------------------------------------------------------------------------<br />
  def initialize(x, y, actor)<br />
    super(x, y, 304, WLH*3 + 32)<br />
    @actor = actor<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    contents.font.size = 16<br />
    self.contents.font.color = system_color<br />
    self.contents.draw_text(0, WLH, 172, WLH, "ATK:")<br />
    self.contents.draw_text(0, (WLH + 10) , 172, WLH, "DEF:")<br />
    self.contents.draw_text(0, (WLH + 20), 172, WLH, "SPI:")<br />
    self.contents.draw_text(0, (WLH + 30), 172, WLH, "AGI:")<br />
    self.contents.font.color = normal_color<br />
    self.contents.draw_text(40, WLH, 172, WLH, @actor.atk)<br />
    self.contents.draw_text(40, (WLH + 10), 172, WLH, @actor.def)<br />
    self.contents.draw_text(40, (WLH + 20), 172, WLH, @actor.spi)<br />
    self.contents.draw_text(40, (WLH + 30), 172, WLH, @actor.agi)  <br />
    <br />
    draw_actor_name(@actor, 4, 0)<br />
    draw_actor_level(@actor, 100, 0)<br />
    draw_actor_graphic(@actor, 110, 70)<br />
    draw_actor_hp(@actor, 140, 20)<br />
    draw_actor_mp(@actor, 140, 40)<br />
  end<br />
end<br />
<br />
#==============================================================================<br />
# ** Scene_Attributes<br />
#------------------------------------------------------------------------------<br />
# This class performs the skill screen processing.<br />
#==============================================================================<br />
<br />
class Scene_Attributes &lt; Scene_Base<br />
  include Attibute_Def<br />
  #--------------------------------------------------------------------------<br />
  # * Object Initialization<br />
  # actor_index : actor index<br />
  #--------------------------------------------------------------------------<br />
  def initialize(actor_index = 0)<br />
    @actor_index = actor_index<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Start processing<br />
  #--------------------------------------------------------------------------<br />
  def start<br />
    super<br />
    create_menu_background<br />
    @actor = $game_party.members[@actor_index]<br />
    @viewport = Viewport.new(0, 416-104, 544, 416)<br />
    @help_window = Window_Attr_Desc.new<br />
    @help_wind&#111;w.viewport = @viewport<br />
    @attr_window = Window_Atrr_List.new(0, 104, 544, 304-96, @actor)<br />
    @attr_wind&#111;w.help_window = @help_window<br />
    @attr_wind&#111;w.active = true<br />
    @status_window = Window_Attr_Status.new(0, 0, @actor)<br />
    @status2_window = Window_Point_Status.new(304, 0, @actor)<br />
    @info_window = Attr_Info_wind&#111;w.new(@actor)<br />
    @info_wind&#111;w.hide<br />
    @confirm_window = Window_Attribute_Confirm.new<br />
    @confirm_wind&#111;w.hide<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Get current Attribute<br />
  #--------------------------------------------------------------------------<br />
  def on_attribute<br />
    @attr_wind&#111;w.on_attribute<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Termination Processing<br />
  #--------------------------------------------------------------------------<br />
  def terminate<br />
    super<br />
    dispose_menu_background<br />
    @help_wind&#111;w.dispose<br />
    @attr_wind&#111;w.dispose<br />
    @status_wind&#111;w.dispose<br />
    @status2_wind&#111;w.dispose<br />
    @info_wind&#111;w.dispose<br />
    @confirm_wind&#111;w.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Return to Original Screen<br />
  #--------------------------------------------------------------------------<br />
  def return_scene<br />
    if $imported["SceneStatusReDux"] and YE::REDUX::STATUS::STATUS_COMMANDS.include?(301)<br />
      commands = []<br />
      index_list = {}<br />
      YE::REDUX::STATUS::STATUS_COMMANDS.each_with_index { |c, i|<br />
      case c<br />
      when 0 # View Statistics<br />
        index_list[:stats] = commands.size<br />
        commands.push(YE::REDUX::STATUS::STATUS)<br />
        <br />
      when 1 # View Biography<br />
        index_list[:bio] = commands.size<br />
        commands.push(YE::REDUX::STATUS::BIO)<br />
        <br />
      when 2 # Skill Menu<br />
        index_list[:skill] = commands.size<br />
        commands.push(Vocab.skill)<br />
        <br />
      when 3 # Equipment<br />
        index_list[:equip] = commands.size<br />
        commands.push(Vocab.equip)<br />
      <br />
      when 4 # Change Class<br />
        next unless $imported["SubclassSelectionSystem"]<br />
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]<br />
        index_list[:classchange] = commands.size<br />
        commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)<br />
        <br />
      when 5 # Learn Skill<br />
        next unless $imported["SubclassSelectionSystem"]<br />
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]<br />
        index_list[:learnskill] = commands.size<br />
        commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)<br />
        <br />
      when 6 # Skill Slots<br />
        next unless $imported["EquipSkillSlots"]<br />
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]<br />
        index_list[:equipskill] = commands.size<br />
        commands.push(YE::EQUIPSKILL::MENU_TITLE)<br />
        <br />
      when 301<br />
        $scene = Scene_Status.new(@actor_index, commands.size) <br />
        break<br />
        <br />
      else<br />
        command_array = YE::REDUX::STATUS::IMPORTED_COMMANDS<br />
        next unless command_array.include?&copy;<br />
        command_array = command_array[c]<br />
        next if command_array[0] and !$game_switches[command_array[1]]<br />
        index_list[c] = commands.size<br />
        commands.push(command_array[2])        <br />
      end}<br />
    else<br />
      $scene = Scene_Menu.new(1)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Switch to Next Actor Screen<br />
  #--------------------------------------------------------------------------<br />
  def next_actor<br />
    @actor_index += 1<br />
    @actor_index %= $game_party.members.size<br />
    $scene = Scene_Attributes.new(@actor_index)<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Switch to Previous Actor Screen<br />
  #--------------------------------------------------------------------------<br />
  def prev_actor<br />
    @actor_index += $game_party.members.size - 1<br />
    @actor_index %= $game_party.members.size<br />
    $scene = Scene_Attributes.new(@actor_index)<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Frame Update<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    update_menu_background<br />
    @help_wind&#111;w.update<br />
    @attr_wind&#111;w.update<br />
    @status_wind&#111;w.update<br />
    @status2_wind&#111;w.update<br />
    @status2_wind&#111;w.refresh<br />
    if @info_wind&#111;w.visible<br />
      @info_wind&#111;w.update<br />
      @info_wind&#111;w.refresh(on_attribute) <br />
      if Input.trigger?(Input::A) or Input.trigger?(Input::<img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt='B)' /> or Input.trigger?(Input::C)<br />
        @info_wind&#111;w.hide<br />
      end<br />
    elsif @confirm_wind&#111;w.active<br />
      @confirm_wind&#111;w.update<br />
      confirm_attr_selection<br />
    elsif @attr_wind&#111;w.active<br />
      update_attr_selection<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # * Update Attribute Selection<br />
  #--------------------------------------------------------------------------<br />
  def update_attr_selection<br />
    if Input.trigger?(Input::<img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt='B)' /><br />
      Sound.play_cancel<br />
      return_scene<br />
    elsif Input.trigger?(Input::R)<br />
      Sound.play_cursor<br />
      next_actor<br />
    elsif Input.trigger?(Input::L)<br />
      Sound.play_cursor  <br />
      prev_actor<br />
    elsif Input.trigger?(Input::A) and Info_window<br />
      @info_wind&#111;w.visible = true<br />
    elsif Input.trigger?(Input::C)<br />
      if @attr_wind&#111;w.on_attribute.nil?<br />
        Sound.play_buzzer<br />
      else<br />
        up = cost?(@attr_wind&#111;w.on_attribute.level)<br />
        points = @actor.attr_points<br />
        if points &gt;= up and !@attr_wind&#111;w.on_attribute.maxed?<br />
          @attr_wind&#111;w.active = false<br />
          @confirm_wind&#111;w.show<br />
        else<br />
          Sound.play_buzzer<br />
        end<br />
      end<br />
    end<br />
  end<br />
  <br />
  #--------------------------------------------------------------------------<br />
  # * Confirm Attribute Update<br />
  #--------------------------------------------------------------------------<br />
  def confirm_attr_selection<br />
    if Input.trigger?(Input::<img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/cool.gif' class='bbc_emoticon' alt='B)' /><br />
      Sound.play_cancel<br />
      @confirm_wind&#111;w.hide<br />
      @attr_wind&#111;w.active = true<br />
    elsif Input.trigger?(Input::C) and !@confirm_wind&#111;w.yes?<br />
      Sound.play_cancel<br />
      @confirm_wind&#111;w.hide<br />
      @attr_wind&#111;w.active = true<br />
    elsif Input.trigger?(Input::C) and @confirm_wind&#111;w.yes?<br />
      Sound.play_decision<br />
      @actor.upgrade_attr(@attr_wind&#111;w.on_attribute.id)<br />
      @attr_wind&#111;w.contents.clear<br />
      @attr_wind&#111;w.refresh<br />
      @status_wind&#111;w.refresh<br />
      @status2_wind&#111;w.refresh<br />
      @confirm_wind&#111;w.hide<br />
      @attr_wind&#111;w.active = true<br />
    end    <br />
  end<br />
end<br />
<br />
<br />
#==============================================================================<br />
# ** Scene_Battle<br />
#------------------------------------------------------------------------------<br />
#  This class performs battle screen processing.<br />
#==============================================================================<br />
<br />
class Scene_Battle &lt; Scene_Base<br />
  #--------------------------------------------------------------------------<br />
  # * Display Gained Experience and Gold<br />
  #--------------------------------------------------------------------------<br />
  alias bonus_attr_points_display_exp_and_gold display_exp_and_gold<br />
  def display_exp_and_gold<br />
    bonus_attr_points_display_exp_and_gold <br />
    bonus = 0<br />
    $game_troop.members.each{ |enemy|<br />
      bonus += $data_enemies[enemy.enemy_id].bonus_points<br />
    }<br />
    $game_party.members.each{ |actor|<br />
      actor.attr_points += bonus<br />
    }<br />
    if bonus &gt; 0<br />
      text = sprintf(Vocab::Bonus_Points, bonus)<br />
      text += "s" if bonus &gt; 1<br />
      text += "."<br />
      $game_message.texts.push('&#092;.' + text)<br />
    end<br />
    wait_for_message<br />
  end<br />
end<br />
<br />
<br />
class Attr_Info_Window &lt; Window_Base<br />
  <br />
  include Attibute_Def<br />
 <br />
  def initialize(actor)<br />
    @actor = actor<br />
    super( 0, 104, 544, 416-104)<br />
    self.back_opacity = 256<br />
  end<br />
  <br />
  def refresh(attribute)<br />
    create_contents<br />
<br />
    level = attribute.level    <br />
    max_level = attribute.max_level<br />
    bonus = attribute.bonus<br />
    <br />
    states = []<br />
    for st in attribute.states.keys<br />
      next if HIDE_S.include?(st)<br />
      states[st] = @actor.state_probability(st)<br />
    end<br />
  <br />
    draw_icon(attribute.icon, 0, 0)<br />
    self.contents.draw_text(26, 0 , 260-26, WLH, attribute.name)<br />
    b = 0<br />
    for i in 0..5<br />
      case i<br />
      when 0<br />
        text = Vocab.hp<br />
        c = 0<br />
      when 1<br />
        text = Vocab.mp<br />
        c = WLH<br />
      when 2<br />
        text = Vocab.atk<br />
        c = 0<br />
      when 3<br />
        text = Vocab.def<br />
        c = WLH<br />
      when 4<br />
        text = Vocab.spi<br />
        c = 0<br />
      when 5<br />
        text = Vocab.agi<br />
        c = WLH<br />
      end<br />
      self.contents.font.color = system_color<br />
      self.contents.draw_text(b, WLH + c , 90, WLH, text)<br />
      text = ""<br />
      text += "+" if bonus[i] &gt; 0<br />
      text += bonus[i].to_s<br />
      self.contents.font.color = text_color(0)<br />
      self.contents.draw_text(b, WLH + c , 75, WLH, text, 2)<br />
      b += 83 if c &gt; 0<br />
    end<br />
    <br />
    if !attribute.elements.keys.empty?<br />
      <br />
      self.contents.font.color = text_color(17)<br />
      self.contents.draw_text(0, 0, 260, WLH * 7, "Elements", 1)<br />
      self.contents.font.color = text_color(0)<br />
      <br />
      l = 0<br />
      for i in 0...$data_system.elements.size<br />
        next unless ELEMENT_ICONS.keys.include?(i)<br />
        next unless attribute.elements.keys.include?(i)<br />
        draw_icon(ELEMENT_ICONS[i], 0, WLH * (4 + l), true)<br />
        self.contents.draw_text(26, WLH * (4+l) , 240, WLH, $data_system.elements[i]+" damage")<br />
        damage = attribute.elements[i][0]<br />
        text = "Dealt"<br />
        self.contents.draw_text(0, WLH * (5+l) , 125, WLH, text)<br />
        text = sprintf("x%s", damage)<br />
        self.contents.draw_text(0, WLH * (5+l) , 120, WLH, text, 2)<br />
        defense = attribute.elements[i][1]<br />
        text = "Taken"<br />
        self.contents.draw_text(130, WLH * (5+l) , 125, WLH, text)<br />
        text = sprintf("x%s", defense)<br />
        self.contents.draw_text(130, WLH * (5+l) , 120, WLH, text, 2)<br />
        l += 2<br />
      end<br />
    end<br />
    <br />
    unless states.empty?<br />
      self.contents.font.color = text_color(23)<br />
      self.contents.draw_text(0, WLH * (4+l), 260, WLH, "States", 1)<br />
      self.contents.font.color = text_color(0)<br />
    end<br />
    for i in 0...$data_states.size<br />
      unless states[i].nil?<br />
        text = $data_states[i].name + ": "<br />
        self.contents.draw_text(x+26, WLH * (5+l) , 248, WLH, text)<br />
        draw_icon($data_states[i].icon_index, x, WLH * (5+l), true)<br />
        unless 0 &gt;= states[i]<br />
          text = sprintf("%s%% immunity", 100-states[i])<br />
        else<br />
          self.contents.font.color = text_color(2)<br />
          text = "Immune"<br />
        end<br />
        self.contents.draw_text(x, WLH * (5+l) , 248, WLH, text, 2)<br />
        self.contents.font.color = text_color(0)<br />
        l += 1<br />
      end<br />
    end<br />
    <br />
    if attribute.skill_list[0] != []<br />
      self.contents.font.color = text_color(2)<br />
      self.contents.draw_text(260, 0, 260, WLH, "Skills", 1)<br />
      self.contents.font.color = text_color(0)<br />
      for i in 0...attribute.skill_list[0].size<br />
        skill = attribute.skill_list[0][i]<br />
        learnt = @actor.skills.include?($data_skills[skill])<br />
        draw_item_name($data_skills[skill], 260, WLH*(1+i), learnt)<br />
        z = sprintf("[level %s]", attribute.skill_list[1][i])<br />
        self.contents.draw_text(260, WLH*(1+i), 255, WLH, z, 2)<br />
      end<br />
    end<br />
    self.contents.font.color.alpha = 255<br />
    <br />
    auto_skill = attribute.auto_skill<br />
    a_skill_chance = [[attribute.auto_skill_chance, 0].max, 100].min<br />
    if !auto_skill.nil?<br />
      l = attribute.skill_list[0].size<br />
      draw_item_name($data_skills[auto_skill], 260, WLH * (2 + l), true)<br />
      text = sprintf("%s%% chance of activating: ", a_skill_chance)<br />
      self.contents.draw_text(260, WLH*(1+l), 255, WLH, text, 0)<br />
#~       if !attribute.required_auto_skill_element.nil? and ELEMENT_ICONS.include?(attribute.required_auto_skill_element)<br />
#~         text = "Required weapon:"<br />
#~         draw_icon(ELEMENT_ICONS[attribute.required_auto_skill_element], 480, WLH * (3+l))<br />
#~         self.contents.draw_text(260, WLH*(3+l), 255, WLH, text, 0)<br />
#~       end<br />
    end<br />
    text = sprintf("Max level: %s   ",max_level)<br />
    if level == max_level<br />
      self.contents.font.color = text_color(14)<br />
      text = "Maxed out"<br />
    end<br />
    self.contents.draw_text(0, 0, 544, WLH, text, 1)<br />
  end<br />
end<br />
<br />
<br />
#==============================================================================<br />
# ** Window_Attribute_Confirm<br />
#------------------------------------------------------------------------------<br />
#  This class processes the window for confirming an attribue update<br />
#==============================================================================<br />
<br />
class Window_Attribute_Confirm &lt; Window_Selectable<br />
  <br />
  def initialize<br />
    super(172, 150, 200, 80)<br />
    @item_max = 2<br />
    @column_max = 2<br />
    self.index = 0<br />
    create_contents<br />
    self.contents.draw_text(  0,  0, 168, 24, "Confirm Upgrade?", 1) <br />
    self.contents.draw_text(  0, 24,  84, 24, "Yes", 1)<br />
    self.contents.draw_text( 84, 24,  84, 24, "No", 1)<br />
  end<br />
<br />
  def item_rect(index)<br />
    rect = Rect.new(0, 24, 84, 24)<br />
    rect.x = self.index * 84<br />
    return rect<br />
  end<br />
  <br />
  def yes?<br />
    return (self.index == 0)<br />
  end<br />
  <br />
end # End: class Window_Attribute_Confirm &lt; Window_Selectable<br />
<br />
#==============================================================================<br />
# ** Attribute<br />
#------------------------------------------------------------------------------<br />
#  This class tranforms the Attributes' hash in ruby objects.<br />
#==============================================================================<br />
<br />
class Attribute  <br />
  <br />
  include Attibute_Def<br />
  # --------------------------------------<br />
  attr_reader :id<br />
  attr_reader :name<br />
  attr_reader :description<br />
  attr_reader :icon<br />
  attr_reader :max_level<br />
  attr_reader :level<br />
  # --------------------------------------<br />
  <br />
  def initialize(id)<br />
    attribute = ATTRIBUTES[id]<br />
    @id = id<br />
    @name = attribute[0]<br />
    @bonus = attribute[1]<br />
    @elements = attribute[2]<br />
    @skills = attribute[3]<br />
    @auto_skill = attribute[4]<br />
    @description = attribute[5]<br />
    @states = attribute[6]<br />
    @icon = attribute[7]<br />
    @max_level = attribute[8]<br />
    @level = 0<br />
  end<br />
  <br />
  def bonus<br />
    @bonus[-1] = [0,0,0,0,0,0]<br />
    level = @level<br />
    while @bonus[level].nil?<br />
      level -= 1<br />
    end<br />
    return @bonus[level]<br />
  end<br />
  <br />
  def elements<br />
    @elements[-1] = {}<br />
    level = @level<br />
    while @elements[level].nil?<br />
      level -= 1<br />
    end<br />
    return @elements[level]<br />
  end<br />
  <br />
  def skills<br />
    if @skills[@level].nil?<br />
      return []<br />
    else<br />
      return @skills[@level]<br />
    end<br />
  end<br />
  <br />
  def auto_skill<br />
    @auto_skill[-1] = [nil,0] #,nil]<br />
    level = @level<br />
    while @auto_skill[level].nil?<br />
      level -= 1<br />
      break if level == -1<br />
    end<br />
    return @auto_skill[level][0]<br />
  end<br />
  <br />
  def auto_skill_chance<br />
    @auto_skill[-1] = [nil,0] #,nil]<br />
    level = @level<br />
    while @auto_skill[level].nil?<br />
      level -= 1<br />
      break if level == -1<br />
    end<br />
    return [[@auto_skill[level][1],0].max,100].min<br />
  end<br />
  <br />
  def states<br />
    @states[-1] = {}<br />
    level = @level<br />
    while @states[level].nil?<br />
      level -= 1<br />
    end<br />
    return @states[level]<br />
  end<br />
  <br />
  def upgrade<br />
    @level += 1<br />
    @level = [@level, @max_level].min<br />
  end<br />
  <br />
  def downgrade<br />
    @level -= 1<br />
    @level = [@level, 0].max<br />
  end<br />
  <br />
  def maxed?<br />
    return (@level == @max_level)<br />
  end<br />
  <br />
  def skill_list<br />
    result = [[],[]]<br />
    for l in 0..@max_level<br />
      next if @skills[l].nil?<br />
      for skill in @skills[l]<br />
        result[0].push(skill)<br />
        result[1].push(l)<br />
      end<br />
    end<br />
    return result<br />
  end<br />
end # End: class Attribute<br />
<br />
<br />
#==============================================================================<br />
# ** Window_Base<br />
#------------------------------------------------------------------------------<br />
#  This is a superclass of all windows in the game.<br />
#==============================================================================<br />
<br />
class Window_Base &lt; Window<br />
  <br />
  def hide<br />
    self.visible = false<br />
    self.active = false<br />
  end<br />
  <br />
  def show(activate = true)<br />
    self.visible = true<br />
    self.active = activate<br />
  end<br />
  <br />
end # End: class Window_Base &lt; Window<br />
</div></div>
</div><br />
<br />
Quem quiser se candidatar a me ajudar meu msn é rotc_21@hotmail.com<br />
ou manda um pm!^^]]></description>
		<pubDate>Thu, 29 Jul 2010 22:54:12 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/937-projeto-tertulia/</guid>
	</item>
	<item>
		<title>Como resolvo isso?</title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/935-como-resolvo-isso/</link>
		<description>Nao consigo selecionar a imagem ela é maior que o quadro de seleçao na hora se cria o evento...ajuda ae.</description>
		<pubDate>Thu, 29 Jul 2010 19:29:04 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/935-como-resolvo-isso/</guid>
	</item>
	<item>
		<title>Dungeon Magazine - Segunda Edição</title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/933-dungeon-magazine-segunda-edicao/</link>
		<description><![CDATA[<div class='bbc_center'><span style='color: orange'>Depois de muito trabalho duro e alguns imprevistos, finalmente lançamos a segunda edição da Dungeon Magazine. Se você gostou da primeira edição, então não pode perder a segunda, todas as páginas foram refeitas, ficando com o mesmo visual limpo e mais detalhado, tornando agradável e deixando a leitura ainda melhor. </span><br />
<span style='color: maroon'><span style='font-size: 17px;'>O que está esperando?</span></span><br />
<br />
<img src='http://img691.imageshack.us/img691/169/capavp.png' alt='Imagem' class='bbc_img' /><br />
<a href='http://www.4shared.com/document/zKpbOKcf/02-Dungeon_Magazine.html' class='bbc_url' title='Link externo' rel='nofollow external'><img src='http://img340.imageshack.us/img340/6265/dungeonbanner2.png' alt='Imagem' class='bbc_img' /></a><br />
<a href='http://www.mediafire.com/file/y6fv7819eob2c6j/02-Dungeon Magazine.pdf' class='bbc_url' title='Link externo' rel='nofollow external'><span style='font-size: px;'><span style='color: cyan'>Download via Mediafire aqui</span></span></a><br />
<em class='bbc'><br />
Se você tiver alguma crítica ou sugestão a fazer, fique a vontade para postá-la aqui</em><br />
Ou então<br />
<em class='bbc'>Confira <a href='http://www.dungeonmakers.com.br/forum/index.php?topic=4583' class='bbc_url' title='Link externo' rel='nofollow external'><span class='bbc_underline'>aqui</span></a> o tópico oficial de lançamento da <em class='bbc'>Dungeon Magazine Edição 02</em></div><br />
<br />
<em class='bbc'><span style='color: maroon'>Em outros tempos...</span></em><br />
<br />
<div class='bbc_center'>Para aqueles que não tiveram a oportunidade de conferir a Edição #01 da revista, pode acessar este<a href='http://www.dungeonmakers.com.br/forum/index.php?topic=4009.0' class='bbc_url' title='Link externo' rel='nofollow external'> <span class='bbc_underline'>tópico</span></a> ou então a página no <a href='http://dungeonmakers.com.br/portal/?page_id=593' class='bbc_url' title='Link externo' rel='nofollow external'><span class='bbc_underline'>Portal da Dungeon Makers</span></a> com todas as edições da revista lançada.<br />
leia Online sem precisar de downloads.<br />
<a href='http://www.scribd.com/doc/35072736/Dungeon-Magazine-01' class='bbc_url' title='Link externo' rel='nofollow external'><br />
<img src='http://img413.imageshack.us/img413/534/dungeonz.png' alt='Imagem' class='bbc_img' /></a></div><br />
<br />
<div class='bbc_right'><em class='bbc'>Boa leitura a todos!</em><br />
<span style='color: maroon'>Dungeon Makers - Staff</span></em></div><br />
<br />
Assim que possível estarei upando no Mediafire]]></description>
		<pubDate>Thu, 29 Jul 2010 18:39:11 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/933-dungeon-magazine-segunda-edicao/</guid>
	</item>
	<item>
		<title>Truque de Espelhos por eventos</title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/932-truque-de-espelhos-por-eventos/</link>
		<description><![CDATA[<span style='color: #FF0000'><div class='bbc_center'><span style='font-size: 26px;'>Introdução</span></div></span><br />
<div class='bbc_center'><a href='http://personarerpg.blogspot.com/' class='bbc_url' title='Link externo' rel='nofollow external'><img src='http://img816.imageshack.us/img816/6593/bannerpersonare.png' alt='Imagem' class='bbc_img' /></a></div><br />
Demo com exemplo de um minigame conhecido como "efeito de espelhos". Esse minigame consciste em rotacionar espelhos até atingir um alvo especifico com um faixo de luz.<br />
<br />
<hr class='bbc' /><br />
<span style='color: #FF0000'><div class='bbc_center'><span style='font-size: 26px;'>Historico</span></div></span><br />
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---29 de Julho de 2010---<br />
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Evento criado em versão Beta. Completamente funcional, mas com possiveis pontos a serem melhorados.<br />
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Imagens criadas por Loki666 apenas como demonstração, elas podem ser usadas livremente.<br />
Agradecimento especial a Avatar pela ideia de espelhos através de cadeia de eventos.<br />
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<span style='color: #FF0000'><div class='bbc_center'><span style='font-size: 26px;'>Demonstração</span></div></span><br />
<div class='bbc_center'><br />
<div class='bbc_spoiler'>
	<span>Spoiler</span> <input type='button' class='bbc_spoiler_show' value='Show' />
	<div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content' style="display:none;"><br />
<img src='http://img85.imageshack.us/img85/1104/eventoespelho.jpg' alt='Imagem' class='bbc_img' /><br />
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<span style='color: #FF0000'><div class='bbc_center'><span style='font-size: 26px;'>Download</span></div></span><br />
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<a href='http://www.4shared.com/file/riLYr4E_/_2__Truque_dos_Espelhos_by_Lok.html' class='bbc_url' title='Link externo' rel='nofollow external'>DOWNLOAD 4SHARED</a>]]></description>
		<pubDate>Thu, 29 Jul 2010 16:26:41 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/932-truque-de-espelhos-por-eventos/</guid>
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		<title><![CDATA[[OST] Castlevania - Symphony of the Night]]></title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/931-ost-castlevania-symphony-of-the-night/</link>
		<description><![CDATA[<div class='bbc_center'><img src='http://www.condadobraveheart.com/portal/downloads/ost/castlevaniasotn.jpg' alt='Imagem' class='bbc_img' /><br />
<strong class='bbc'>"Castlevania - Symphony of the Night"</strong><br />
<em class='bbc'>Original Sound Track CD</em></div><br />
Para quem é fã mesmo da série <em class='bbc'><strong class='bbc'>Castlevania</strong></em> <em class='bbc'>(KONAMY</em>) não pode deixar de baixar esse pack contendo a trilha sonora original do game só que sinfônica. De todos os soundtracks de <em class='bbc'>Castlevania</em> este é na minha opinião um dos mais bonitos.<br />
<div class='bbc_center'><img src='http://www.condadobraveheart.com/portal/downloads/ost/castlevania-csotnplaylist.jpg' alt='Imagem' class='bbc_img' /></div><br />
Hoje dia <strong class='bbc'>29-07 as 14:00Hrs</strong> estarei apresentando um programa especial na <strong class='bbc'>Rádio Virtual XPVX</strong> com todo o conteúdo deste pack. Um programa especial para <strong class='bbc'>Castlevania - Symphony of the Night</strong> com apresentação ao vivo. Não deixem de conferir porque vai ser muito especial.<br />
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<div class='bbc_center'><a href='http://www.megaupload.com/?d=IZ3OHOKB' class='bbc_url' title='Link externo' rel='nofollow external'><img src='http://www.condadobraveheart.com/images/updates/download.png' alt='Imagem' class='bbc_img' /></a><br />
Castlevania - Symphony of the Night OST (RAR - 36 Faixas MP3 - MEGAUPLOAD <strong class='bbc'>PARTE 1</strong> - 58MB)<br />
<a href='http://www.megaupload.com/?d=F5MW581H' class='bbc_url' title='Link externo' rel='nofollow external'><img src='http://www.condadobraveheart.com/images/updates/download.png' alt='Imagem' class='bbc_img' /></a><br />
Castlevania - Symphony of the Night OST (RAR - 36 Faixas MP3 - MEGAUPLOAD <strong class='bbc'>PARTE 2</strong> - 41MB)</div>]]></description>
		<pubDate>Thu, 29 Jul 2010 16:01:38 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/931-ost-castlevania-symphony-of-the-night/</guid>
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		<title><![CDATA[[Procura-se Membros] Digimon(Jogo) RMXP]]></title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/930-procura-se-membros-digimonjogo-rmxp/</link>
		<description><![CDATA[Meu Msn: jociliopiantino@hotmail.com<br />
<br />
Procuro Makers para auxiliar em projeto digimon baseado nas temporadas Tamers,Frontier e Savers (3, 4 e 5)Sem Título definido.<br />
<br />
Procuro:<br />
<br />
*Desingers(Temos: 0)Função: Mapear o jogo, Baseando-se no anime e deixar o cenário o mais realista possível.(Sugerido: Assistir DIGIMON ADVENTURE(1) episódios 1 ao 10(Epis que melhor revelam a ilha do DIGIMUNDO  na qual se passará a maior parte do jogo.)Manter contato com os programadores para ser FIEL AOS EVENTOS.Visitar frequentemente meu tópico (No Fórum Pedidos de Recursos 2D e 3D para recolher Tilesets.)(Faça um bom trabalho e faça uma sugestão de recompensa, se esta tiver ao meu alcance ela será sua.){RMXP}<br />
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*Programadores(Temos: 1)Função: Programar Eventos e Scripts Sendo completamente fiel as Idéias do Roteirista. (Sugerido: Estar sempre em contado com o Desenvolvedor do jogo e com o roteirista.)(Faça um bom trabalho e faça uma sugestão de recompensa, se esta tiver ao meu alcance ela será sua.){RMXP}<br />
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*Roteiristas(Temos: 0)Função: Diacordo com as sujestões do Desenvolvedor do Jogo criar uma história realista e fiel ao tema Digimon. (Sujerido:Ter o máximo de conhecimento possível em relação a série Digimon (1, 2, 3, 4 e 5), Manter contato frequente com desenvolvedor do jogo.)(Faça um bom trabalho e faça uma sugestão de recompensa, se esta tiver ao meu alcance ela será sua.){RMXP}<br />
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Ajude-nos fazer um bom trabalho.<br />
<br />
Obrigado pela Compreenção.]]></description>
		<pubDate>Thu, 29 Jul 2010 14:37:35 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/930-procura-se-membros-digimonjogo-rmxp/</guid>
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		<title><![CDATA[[DISPONIBILIZANDO]Chars RMXP  Bleach]]></title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/928-disponibilizandochars-rmxp-bleach/</link>
		<description><![CDATA[<em class='bbc'></em><strong class='bbc'></strong>Aqui tem um pack com uns 20 chars de bleach pro RMXP este é o Link:<br />
<a href='http://www.4shared.com/file/wPozMOOe/bleach_chars.html' class='bbc_url' title='Link externo' rel='nofollow external'>http://www.4shared.com/file/wPozMOOe/bleach_chars.html</a><br />
Espero que gostem e façam bom uso^^ <img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/laugh.gif' class='bbc_emoticon' alt=':lol:' />]]></description>
		<pubDate>Thu, 29 Jul 2010 13:26:10 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/928-disponibilizandochars-rmxp-bleach/</guid>
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		<title><![CDATA[[Resolvido] Alguem mi ajuda!]]></title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/927-resolvido-alguem-mi-ajuda/</link>
		<description><![CDATA[<strong class='bbc'></strong><em class='bbc'></em><span style='font-family: Impact'></span>Ae num mi zuem pf,é que so novato e num sei fazer nada direito,e quero sabe como que faiz Spoiler!!!Alguem ajuda ae!! <img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/happy.gif' class='bbc_emoticon' alt='^_^' />  <img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/happy.gif' class='bbc_emoticon' alt='^_^' />  <img src='http://www.condadobraveheart.com/forum/public/style_emoticons/default/happy.gif' class='bbc_emoticon' alt='^_^' />]]></description>
		<pubDate>Thu, 29 Jul 2010 00:35:43 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/927-resolvido-alguem-mi-ajuda/</guid>
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		<title><![CDATA[[Pedido] Tela maior]]></title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/923-pedido-tela-maior/</link>
		<description><![CDATA[Eu sei que deve haver isso em algum lugar mas não consegui achar...<br />
Como faço para aumentar a tela do meu jogo?]]></description>
		<pubDate>Wed, 28 Jul 2010 20:00:49 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/923-pedido-tela-maior/</guid>
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		<title>Condado Braveheart e o Projeto Jogo Justo</title>
		<link>http://www.condadobraveheart.com/forum/index.php?/topic/922-condado-braveheart-e-o-projeto-jogo-justo/</link>
		<description><![CDATA[<a href='http://img708.imageshack.us/i/new2o.jpg/' class='bbc_url' title='Link externo' rel='nofollow external'><img src='http://img708.imageshack.us/img708/2690/new2o.th.jpg' alt='Imagem' class='bbc_img' /></a><br />
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<div align='justify'>O <strong class='bbc'>Condado Braveheart</strong> está participando do apoio a campanha proposta por <em class='bbc'>Moacyr Alves Jr</em>. com o apoio do Deputado Federal e vice líder da câmara Dep. <em class='bbc'>Luis Carlos Busato</em>. Em nota publicamos em nosso <a href='http://www.condadobraveheart.com/cb-art-jogojusto.php' class='bbc_url' title='Link externo' rel='nofollow external'>Portal Braveheart</a> uma matéria sobre o assunto e seria interessante os membros darem uma conferida no conteúdo.<br />
<br />
Para quem quiser conhecer mais sobre o projeto e participar é só acessar a página do projeto <a href='http://www.jogojusto.com.br/' class='bbc_url' title='Link externo' rel='nofollow external'>Jogo Justo</a>. Participando deste projeto está até a gigante dos games <strong class='bbc'>KONAMY</strong>.<br />
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Este projeto visa a diminuição da alta carga tributária dos impostos inserida nos games para o Brasil. Leiam a matéria que é bem interessante e é muito importante ficar por dentro do assunto, pois isso afeta todos nós diretamente.</div>]]></description>
		<pubDate>Wed, 28 Jul 2010 14:07:00 +0000</pubDate>
		<guid>http://www.condadobraveheart.com/forum/index.php?/topic/922-condado-braveheart-e-o-projeto-jogo-justo/</guid>
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