<?xml version="1.0" encoding="ISO-8859-1"?><!-- generator="FeedCreator 1.7.2-ppt (info@mypapit.net)" --><rdf:RDF    xmlns="http://purl.org/rss/1.0/"    xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"    xmlns:slash="http://purl.org/rss/1.0/modules/slash/"    xmlns:dc="http://purl.org/dc/elements/1.1/">    <channel rdf:about="http://visionmaker.blogcindario.com/rss10.xml">        <title>VISION MAKER</title>        <description>blog especial para todo lo referente a los rpg maker</description>        <link>http://visionmaker.blogcindario.com/</link>       <dc:date>2008-11-24T19:56:16+01:00</dc:date>        <items>            <rdf:Seq>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00011-aportes.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00010-dia-y-noche-en-tiempo-real.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00009-refresco-de-pantalla-mejorado.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00008-demo-dragon-rise-the-sword-of-kaos.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00007-guias-de-rpg-maker-xp-by-sketchdeluxe.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00006-pack-de-charas-de-naruto.html"/>                <rdf:li rdf:resource="http://visionmaker.blogcindario.com/2008/11/00005-materias-de-final-finatasy-7.html"/>            </rdf:Seq>        </items>    </channel>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00011-aportes.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-24T19:56:14+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>aportes</title>        <link>http://visionmaker.blogcindario.com/2008/11/00011-aportes.html</link>        <description>hola gente &lt;br /&gt;&lt;br /&gt;solo es para decir que si tiene algun juego o script o recursos o lo que sea para&lt;br /&gt;aportar en el blog que lo pueden mandar a &lt;a href=&quot;mailto:roserose1818@hotmail.com&quot;&gt;roserose1818@hotmail.com&lt;/a&gt; &lt;br /&gt;y que yo lo subire al blog.&lt;br /&gt;&lt;br /&gt;gracias y saludos.</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00010-dia-y-noche-en-tiempo-real.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T20:53:50+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>DIA Y NOCHE EN TIEMPO REAL.</title>        <link>http://visionmaker.blogcindario.com/2008/11/00010-dia-y-noche-en-tiempo-real.html</link>        <description>&lt;p&gt;&lt;br /&gt;DIA Y NOCHE EN TIEMPO REAL. by venomus de &lt;a href=&quot;http://www.baseavalancha.mforos.com&quot; title=&quot;bliztball&quot; target=&quot;_blank&quot;&gt;www.baseavalancha.mforos.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;aqui un script para que anochezca en nuestros juegos cada tanto tiempo y amanezca como en la vida real.&lt;br /&gt;&lt;br /&gt;pss le eh editado un poco por que al guardar y cargar pega errores.&lt;br /&gt;&lt;br /&gt;&lt;hr /&gt;#=======================================#&lt;br /&gt;# &amp;acirc;&amp;ndash;&amp;#65533;&amp;nbsp; class Game_Title&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #&lt;br /&gt;#&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; written by Deke&lt;br /&gt;#&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Rewiten by Near Fantastica&lt;br /&gt;#&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Tweaked by Silentdragon&lt;br /&gt;#------------------------------------------------------------------------------#&lt;br /&gt;#=======================================#&lt;br /&gt;class Game_Time&lt;/p&gt;&lt;p&gt;attr_accessor :minute_length&lt;br /&gt;attr_accessor :hours&lt;br /&gt;attr_accessor :minutess&lt;br /&gt;attr_accessor :timess&lt;/p&gt;&lt;p&gt;def initialize&lt;br /&gt;&amp;nbsp;@minute_length=2.0&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #length of game minute in real seconds&lt;br /&gt;&amp;nbsp;@hour_length= 60.0&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #minute in an hour&lt;br /&gt;&amp;nbsp;@day_length=24.0&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #hours in a day&lt;br /&gt;&amp;nbsp;@month_length=30.0&amp;nbsp;&amp;nbsp;&amp;nbsp; #days in a month&lt;br /&gt;&amp;nbsp;@year_length=12.0&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #months in a year&lt;br /&gt;&amp;nbsp;@minutes=0&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #starting minute count&lt;br /&gt;&amp;nbsp;@timess=Time.now&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #Real-Time Tweak&lt;br /&gt;&amp;nbsp;@hours=timess.strftime(&quot;%H&quot;).to_i #Real Hours&lt;br /&gt;&amp;nbsp;@minutess=timess.strftime(&quot;%M&quot;).to_i #Real Min&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;def get_time&lt;br /&gt;&amp;nbsp;@timess=Time.now&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #Real-Time Tweak&lt;br /&gt;&amp;nbsp;@hours=timess.strftime(&quot;%H&quot;).to_i #Real Hours&lt;br /&gt;&amp;nbsp;@minutess=timess.strftime(&quot;%M&quot;).to_i #Real Min&lt;br /&gt;end&lt;br /&gt;def get_tone&lt;br /&gt;&amp;nbsp;get_time&lt;br /&gt;&amp;nbsp;hour=hours&lt;br /&gt;&amp;nbsp;minutes=minutess + hour*@hour_length&lt;br /&gt;&amp;nbsp;phase_shift=Math::PI*(minutes/(@hour_length*@day_length))&lt;br /&gt;&amp;nbsp;illumination=&amp;nbsp; -150+ 165*Math.sin(phase_shift)&lt;br /&gt;&amp;nbsp;tone=Tone.new(illumination,illumination,illumination,0)&lt;br /&gt;&amp;nbsp;return tone&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;end # of class Game_Time&amp;nbsp; &lt;/p&gt;&lt;p&gt;#=======================================#&lt;br /&gt;# &amp;acirc;&amp;ndash;&amp;#65533;&amp;nbsp; class Window_Time&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #&lt;br /&gt;# written by Deke&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; #&lt;br /&gt;#------------------------------------------------------------------------------#&lt;br /&gt;#=======================================#&lt;br /&gt;class Window_Time &amp;lt; Window_Base&lt;/p&gt;&lt;p&gt;#--------------------------------------------------------------------------&lt;br /&gt;def initialize&lt;br /&gt;&amp;nbsp; super(0, 0, 160, 96)&lt;br /&gt;&amp;nbsp; self.contents = Bitmap.new(width - 32, height - 32)&lt;br /&gt;&amp;nbsp; self.contents.font.name = $defaultfonttype&amp;nbsp; # &quot;Time&quot; window font&lt;br /&gt;&amp;nbsp; self.contents.font.size = $defaultfontsize&lt;br /&gt;&amp;nbsp; refresh&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#--------------------------------------------------------------------------&lt;br /&gt;def refresh&lt;br /&gt;&amp;nbsp; $game_time.get_time&lt;br /&gt;&amp;nbsp; self.contents.clear&lt;br /&gt;&amp;nbsp; @total_sec = Graphics.frame_count / Graphics.frame_rate&lt;br /&gt;&amp;nbsp; @minute=$game_time.minutess&lt;br /&gt;&amp;nbsp; hour = $game_time.hours&lt;br /&gt;&amp;nbsp; pm_flag= hour &amp;gt;=12 ? true : false&lt;br /&gt;&amp;nbsp; hour= hour &amp;gt;= 12 ? hour-12 : hour&lt;br /&gt;&amp;nbsp; if hour.floor==0&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; text=sprintf(&quot;%02d:%02d&quot;,12,@minute)&lt;br /&gt;&amp;nbsp; else&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; text=sprintf(&quot;%02d:%02d&quot;,hour,@minute)&lt;br /&gt;&amp;nbsp; end&lt;br /&gt;&amp;nbsp; if pm_flag&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; text += &quot; PM&quot;&lt;br /&gt;&amp;nbsp; else&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; text += &quot; AM&quot;&lt;br /&gt;&amp;nbsp; end&lt;br /&gt;&amp;nbsp; self.contents.font.color = normal_color&lt;br /&gt;&amp;nbsp; self.contents.draw_text(4, 0, 120, 32, text, 2)&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#--------------------------------------------------------------------------&lt;br /&gt;def update&lt;br /&gt;&amp;nbsp; $game_time.get_time&lt;br /&gt;&amp;nbsp; if $game_time.minutess != @minute&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; refresh&lt;br /&gt;&amp;nbsp; end&lt;br /&gt;end&lt;br /&gt;end # of class&lt;/p&gt;&lt;p&gt;#=======================================&lt;br /&gt;class Game_Temp&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Game Temp&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;alias dns_game_temp_initalize initialize&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer the Attr&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;attr_reader&amp;nbsp;&amp;nbsp;&amp;nbsp; :map_infos&amp;nbsp; #Added Lines&lt;br /&gt;&amp;nbsp;attr_reader&amp;nbsp;&amp;nbsp;&amp;nbsp; :outside_array&amp;nbsp; #Added Lines&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Scene Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def initialize&lt;br /&gt;&amp;nbsp;&amp;nbsp; dns_game_temp_initalize&lt;br /&gt;&amp;nbsp;&amp;nbsp; @outside_array = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; @map_infos = load_data(&quot;Data/MapInfos.rxdata&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; for key in @map_infos.keys&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @outside_array[key] = @map_infos[key].name.include?(&quot;*&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#=======================================&lt;br /&gt;class Scene_Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Scene Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;alias dns_scene_map_main main&lt;br /&gt;&amp;nbsp;alias dns_scene_map_update update&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Main&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def main&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; if $game_temp.outside_array[$game_map.map_id]&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; tone=$game_time.get_tone&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; $game_time.get_time&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @minute=$game_time.minutess&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $game_screen.start_tone_change(tone, 0)&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;sbquo;&amp;sup1;&amp;atilde;&amp;fnof;&amp;mdash;&amp;atilde;&amp;fnof;&amp;copy;&amp;atilde;&amp;sbquo;&amp;curren;&amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;sbquo;&amp;raquo;&amp;atilde;&amp;fnof;&amp;fnof;&amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;auml;&amp;frac12;&amp;oelig;&amp;aelig;&amp;circ;?&lt;br /&gt;&amp;nbsp;&amp;nbsp; @spriteset = Spriteset_Map.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;iexcl;&amp;atilde;&amp;fnof;&amp;fnof;&amp;atilde;&amp;sbquo;&amp;raquo;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;sbquo;&amp;cedil;&amp;atilde;&amp;sbquo;&amp;brvbar;&amp;atilde;&amp;sbquo;&amp;pound;&amp;atilde;&amp;fnof;&amp;sup3;&amp;atilde;&amp;fnof;&amp;permil;&amp;atilde;&amp;sbquo;&amp;brvbar;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;auml;&amp;frac12;&amp;oelig;&lt;br /&gt;&amp;aelig;&amp;circ;?&lt;br /&gt;&amp;nbsp;&amp;nbsp; @message_window = Window_Message.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;fnof;&amp;copy;&amp;atilde;&amp;fnof;&amp;sup3;&amp;atilde;&amp;sbquo;&amp;cedil;&amp;atilde;&amp;sbquo;&amp;middot;&amp;atilde;&amp;fnof;&amp;sect;&amp;atilde;&amp;fnof;&amp;sup3;&amp;aring;&amp;reg;&amp;Yuml;&amp;egrave;&amp;iexcl;&amp;OElig;&lt;br /&gt;&amp;nbsp;&amp;nbsp; Graphics.transition&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;iexcl;&amp;atilde;&amp;sbquo;&amp;curren;&amp;atilde;&amp;fnof;&amp;sup3;&amp;atilde;&amp;fnof;&amp;laquo;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;fnof;&amp;mdash;&lt;br /&gt;&amp;nbsp;&amp;nbsp; loop do&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.refresh&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;sbquo;&amp;sup2;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;fnof;&amp;#65533; &amp;ccedil;&amp;rdquo;&amp;raquo;&amp;eacute;?&amp;cent;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;aelig;&amp;rsaquo;&amp;acute;&amp;aelig;&amp;ndash;&amp;deg;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Graphics.update&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;aring;&amp;hellip;&amp;yen;&amp;aring;&amp;#65533; &amp;rsaquo;&amp;aelig;&amp;fnof;&amp;hellip;&amp;aring;&amp;#65533; &amp;plusmn;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;aelig;&amp;rsaquo;&amp;acute;&amp;aelig;&amp;ndash;&amp;deg;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Input.update&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;bull;&amp;atilde;&amp;fnof;&amp;not;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;fnof;&amp;#65533; &amp;aelig;&amp;rsaquo;&amp;acute;&amp;aelig;&amp;ndash;&amp;deg;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; update&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;ccedil;&amp;rdquo;&amp;raquo;&amp;eacute;?&amp;cent;&amp;atilde;?&amp;OElig;&amp;aring;&amp;circ;&amp;Dagger;&amp;atilde;&amp;sbquo;&amp;#65533; &amp;aelig;&amp;rsaquo;&amp;iquest;&amp;atilde;&amp;sbquo;?&amp;atilde;?&amp;pound;&amp;atilde;?&amp;Yuml;&amp;atilde;&amp;sbquo;&amp;permil;&amp;atilde;&amp;fnof;&amp;laquo;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;fnof;&amp;mdash;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;auml;&amp;cedil;&amp;shy;&amp;aelig;&amp;ndash;&amp;shy;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if $scene != self&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; break&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;fnof;&amp;copy;&amp;atilde;&amp;fnof;&amp;sup3;&amp;atilde;&amp;sbquo;&amp;cedil;&amp;atilde;&amp;sbquo;&amp;middot;&amp;atilde;&amp;fnof;&amp;sect;&amp;atilde;&amp;fnof;&amp;sup3;&amp;aelig;&amp;ordm;&amp;ndash;&amp;aring;&amp;sbquo;&amp;trade;&lt;br /&gt;&amp;nbsp;&amp;nbsp; Graphics.freeze&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;sbquo;&amp;sup1;&amp;atilde;&amp;fnof;&amp;mdash;&amp;atilde;&amp;fnof;&amp;copy;&amp;atilde;&amp;sbquo;&amp;curren;&amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;sbquo;&amp;raquo;&amp;atilde;&amp;fnof;&amp;fnof;&amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;egrave;&amp;sect;&amp;pound;&amp;aelig;&amp;rdquo;&amp;frac34;&lt;br /&gt;&amp;nbsp;&amp;nbsp; @spriteset.dispose&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;fnof;&amp;iexcl;&amp;atilde;&amp;fnof;&amp;fnof;&amp;atilde;&amp;sbquo;&amp;raquo;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;sbquo;&amp;cedil;&amp;atilde;&amp;sbquo;&amp;brvbar;&amp;atilde;&amp;sbquo;&amp;pound;&amp;atilde;&amp;fnof;&amp;sup3;&amp;atilde;&amp;fnof;&amp;permil;&amp;atilde;&amp;sbquo;&amp;brvbar;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;egrave;&amp;sect;&amp;pound;&lt;br /&gt;&amp;aelig;&amp;rdquo;&amp;frac34;&lt;br /&gt;&amp;nbsp;&amp;nbsp; @message_window.dispose&lt;br /&gt;&amp;nbsp;&amp;nbsp; # &amp;atilde;&amp;sbquo;&amp;iquest;&amp;atilde;&amp;sbquo;&amp;curren;&amp;atilde;&amp;fnof;&amp;circ;&amp;atilde;&amp;fnof;&amp;laquo;&amp;ccedil;&amp;rdquo;&amp;raquo;&amp;eacute;?&amp;cent;&amp;atilde;?&amp;laquo;&amp;aring;&amp;circ;&amp;Dagger;&amp;atilde;&amp;sbquo;&amp;#65533; &amp;aelig;&amp;rsaquo;&amp;iquest;&amp;atilde;?&amp;circ;&amp;auml;&amp;cedil;&amp;shy;&amp;atilde;?&amp;reg;&amp;aring;&amp;#65533; &amp;acute;&amp;aring;?&amp;circ;&lt;br /&gt;&amp;nbsp;&amp;nbsp; if $scene.is_a?(Scene_Title)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; # &amp;ccedil;&amp;rdquo;&amp;raquo;&amp;eacute;?&amp;cent;&amp;atilde;&amp;sbquo;&amp;rsquo;&amp;atilde;&amp;fnof;&amp;bull;&amp;atilde;&amp;sbquo;&amp;sect;&amp;atilde;&amp;fnof;&amp;frac14;&amp;atilde;&amp;fnof;&amp;permil;&amp;atilde;&amp;sbquo;&amp;cent;&amp;atilde;&amp;sbquo;&amp;brvbar;&amp;atilde;&amp;fnof;&amp;circ;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Graphics.transition&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Graphics.freeze&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; $light_effects.hide&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Update&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def update&lt;br /&gt;&amp;nbsp;&amp;nbsp; $game_time.get_time&lt;br /&gt;&amp;nbsp;&amp;nbsp; $light_effects.update&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; if&amp;nbsp; conditional1 or conditional2&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; tone=$game_time.get_tone&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $game_screen.start_tone_change(tone, 0)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @minute = $game_time.minutess&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $game_map.need_refresh=true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @current_id=$game_map.map_id&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $game_screen.start_tone_change(Tone.new(0,0,0,0),0)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @current_id=$game_map.map_id&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; dns_scene_map_update&lt;br /&gt;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#======================================================&lt;br /&gt;class Scene_Title&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Scene Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;alias dns_scene_title_update update&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Scene Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;def update&lt;br /&gt;&amp;nbsp; $game_time=Game_Time.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; #Dubealex Addition (from XRXS) to show Map Name on screen&lt;br /&gt;&amp;nbsp; dns_scene_title_update&lt;br /&gt;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;class Game_Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer the attr&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;attr_reader&amp;nbsp;&amp;nbsp; :outside&lt;br /&gt;&amp;nbsp;attr_reader&amp;nbsp;&amp;nbsp; :map_id&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Outside&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def outside&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; return $game_temp.outside_array[@map_id]&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#==============================================================================&lt;br /&gt;# &amp;acirc;&amp;ndash;&amp;#65533;&amp;nbsp; Light Effect System&lt;br /&gt;#------------------------------------------------------------------------------&lt;br /&gt;# &amp;atilde;&amp;euro;&amp;euro;By: Near Fantastica&lt;br /&gt;#&amp;nbsp;&amp;nbsp; Date: 13/2/05&lt;br /&gt;#&lt;br /&gt;#&amp;nbsp;&amp;nbsp; Addes light Effects to the DNS so objects glow and have ground effect lighting...&lt;br /&gt;#==============================================================================&lt;/p&gt;&lt;p&gt;class Light_Effect_System&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer the attr&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;attr_accessor&amp;nbsp;&amp;nbsp;&amp;nbsp; :picture_le&lt;br /&gt;&amp;nbsp;attr_accessor&amp;nbsp;&amp;nbsp;&amp;nbsp; :event_list&lt;br /&gt;&amp;nbsp;attr_accessor&amp;nbsp;&amp;nbsp;&amp;nbsp; :type_list&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Initialization&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def initialize&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_counter = 0&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list = Array.new&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects on Map Change&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def setup&lt;br /&gt;&amp;nbsp;&amp;nbsp; # Setup Event Max&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_counter = 0&lt;br /&gt;&amp;nbsp;&amp;nbsp; for i in 1..999&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if $game_map.map.events[i].id &amp;gt; @event_counter&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @event_counter = $game_map.map.events[i].id&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; #&lt;br /&gt;&amp;nbsp;&amp;nbsp; for i in 1..@event_counter&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if&amp;nbsp; $game_map.map.events[i] == nil&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; next&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; case $game_map.map.events[i].name&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Ground&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ground(i)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Fire&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fire(i)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Lamp Post&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; lamp(i)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Left Lantern&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; left_lantern(i)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Right Lantern&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; right_lantern(i)&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Updates the Array based on time of day&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def update&lt;br /&gt;&amp;nbsp;&amp;nbsp; $game_time.get_time&lt;br /&gt;&amp;nbsp;&amp;nbsp; if $game_time.hours &amp;gt; 7 and $game_time.hours &amp;lt; 14&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; hide&lt;br /&gt;&amp;nbsp;&amp;nbsp; else&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; show&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Updates the XY of the sprites&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def refresh&lt;br /&gt;&amp;nbsp;&amp;nbsp; for i in 0..$light_effects.picture_le.size - 1&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; case $light_effects.type_list[i]&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Ground&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Fire&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Left Lamp Post&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].x * 32) - 5&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].y * 32) - 15&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Right Lamp Post&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].x * 32) - 25&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].y * 32) - 15&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Left Lantern&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].x * 32) - 20&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;&amp;nbsp; $light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].y * 32) - 5&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; when &quot;Right Lantern&quot;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].x * 32) - 10&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br /&gt;$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) +&lt;br /&gt;($game_map.events[$light_effects.event_list[i]].y * 32) - 5&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $light_effects.picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Redraws the Array&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def redraw&lt;br /&gt;&amp;nbsp;&amp;nbsp; if @picture_le != []&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; for i in 0..@picture_le.size - 1&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @picture_le[i].bitmap.dispose&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @picture_le = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @event_list = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @type_list = Array.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Shows Array&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def show&lt;br /&gt;&amp;nbsp;&amp;nbsp; if @picture_le != []&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; for i in 0..@picture_le.size - 1&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @picture_le[i].visible = true&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Hides Array&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def hide&lt;br /&gt;&amp;nbsp;&amp;nbsp; if @picture_le != []&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; for i in 0..@picture_le.size - 1&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; @picture_le[i].visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects for Ground&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def ground(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.zoom_x = 200 / 100.0&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.zoom_y = 200 / 100.0&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 50&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Ground&quot;)&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects for Fire&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def fire(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.zoom_x = 300 / 100.0&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.zoom_y = 300 / 100.0&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 100&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Fire&quot;)&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects for Lamp&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def lamp(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 100&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Left Lamp Post&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 100&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Right Lamp Post&quot;)&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects for Lantern&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def left_lantern(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 150&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Left Lantern&quot;)&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;&amp;nbsp;&amp;nbsp; #--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Setup Light Effects for Lantern&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def right_lantern(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects = Sprite.new&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.bitmap = RPG::Cache.picture(&quot;LE.PNG&quot;)&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.z = 1000&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.opacity = 150&lt;br /&gt;&amp;nbsp;&amp;nbsp; light_effects.visible = false&lt;br /&gt;&amp;nbsp;&amp;nbsp; @picture_le.push(light_effects)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @event_list.push(event_index)&lt;br /&gt;&amp;nbsp;&amp;nbsp; @type_list.push(&quot;Right Lantern&quot;)&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#==============================================================================&lt;br /&gt;# &amp;acirc;&amp;ndash;&amp;#65533;&amp;nbsp; Game_Map&lt;br /&gt;#------------------------------------------------------------------------------&lt;br /&gt;# &amp;atilde;&amp;euro;&amp;euro;Add defenision of the names to Game Map Class&lt;br /&gt;#==============================================================================&lt;/p&gt;&lt;p&gt;class Game_Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer the attr&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;attr_accessor :map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refer setup to Game Map&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;alias les_game_map_setup setup&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;# &amp;acirc;&amp;mdash;? Refers the Map Setup&lt;br /&gt;&amp;nbsp;#--------------------------------------------------------------------------&lt;br /&gt;&amp;nbsp;def setup(map_id)&lt;br /&gt;&amp;nbsp;&amp;nbsp; $light_effects.redraw&lt;br /&gt;&amp;nbsp;&amp;nbsp; les_game_map_setup(map_id)&lt;br /&gt;&amp;nbsp;&amp;nbsp; $light_effects.setup&lt;br /&gt;&amp;nbsp;end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;#==============================================================================&lt;br /&gt;# &amp;acirc;&amp;ndash;&amp;#65533;&amp;nbsp; Scene_Title&lt;br /&gt;#------------------------------------------------------------------------------&lt;br /&gt;# &amp;atilde;&amp;euro;&amp;euro;It is the class which processes the title picture&lt;br /&gt;#==============================================================================&lt;/p&gt;&lt;p&gt;class Scene_Title&lt;br /&gt;#--------------------------------------------------------------------------&lt;br /&gt;# &amp;acirc;&amp;mdash;? Refer setup to Scene Title&lt;br /&gt;#--------------------------------------------------------------------------&lt;br /&gt;alias les_scene_title_update update&lt;br /&gt;#--------------------------------------------------------------------------&lt;br /&gt;# &amp;acirc;&amp;mdash;? Sets up the ABS&lt;br /&gt;#--------------------------------------------------------------------------&lt;br /&gt;def update&lt;br /&gt;&amp;nbsp; $light_effects = Light_Effect_System.new&lt;br /&gt;&amp;nbsp; les_scene_title_update&lt;br /&gt;end&lt;br /&gt;end &lt;hr /&gt;&lt;/p&gt;</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00009-refresco-de-pantalla-mejorado.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T20:40:45+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>REFRESCO DE PANTALLA MEJORADO</title>        <link>http://visionmaker.blogcindario.com/2008/11/00009-refresco-de-pantalla-mejorado.html</link>        <description>REFRESCO DE PANTALLA MEJORADO by venom18&lt;p&gt;INFO:aunque esta script sea sencilla puede seros muy util ya que elimina la molestia de que al comenzar se vea una imagen del mapa. ademas actua como antilagg y suaviza la escena en movimiento.&lt;br /&gt;&lt;br /&gt;INSTALACION: Copia el siguiente script y pegale encima de main con el nombre que quieras.&lt;/p&gt;&lt;p&gt;&lt;hr /&gt;#======================================&lt;br /&gt;#Actualizacion de pantalla mejorada by Venom18&lt;br /&gt;#======================================&lt;/p&gt;&lt;p&gt;begin # Comienzo de Script&lt;br /&gt;class Game_Temp&amp;nbsp; # Clase a usar, en este caso esta ya que siempre estara activo&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; def # inicio de escena&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Graphics.freeze&amp;nbsp; # preparar transicion&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Graphics.update # Actualizar pantalla&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&amp;nbsp; # un end por cada accion&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; end&lt;br /&gt;end&lt;/p&gt;&lt;p&gt;# Creditos: Venom18 &lt;/p&gt;&lt;hr /&gt;</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00008-demo-dragon-rise-the-sword-of-kaos.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T20:32:03+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>Demo Dragon Rise:The Sword of Kaos</title>        <link>http://visionmaker.blogcindario.com/2008/11/00008-demo-dragon-rise-the-sword-of-kaos.html</link>        <description>&lt;p&gt;&lt;br /&gt;&lt;em&gt;&lt;strong&gt;by &lt;/strong&gt;&lt;/em&gt;&lt;span style=&quot;font-family: verdana,geneva;&quot;&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&lt;strong&gt;Zack_Fair_92&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/demo|_Dragon|_Rise-The|_Sword|_of|_Kaos.rar&quot; style=&quot;margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;PROTAGONISTAS:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;Striger-Chaval en&amp;eacute;rgico de 17 a&amp;ntilde;os.Entrena en el dojo de Mairoct.Su mayor sue&amp;ntilde;o es hacerse un &quot;cazador&quot;(L&amp;oacute;gicamente,una persona que hace encargos de liquidar monstruos) como su hermano Ephino.Empu&amp;ntilde;a una o dos katanas.&lt;/p&gt;&lt;p&gt;Ephino-Chico serio de 29 a&amp;ntilde;os.Entrenado por Mairoct en el arte de la lucha doble.Es un chaval callado.Est&amp;aacute; considerado uno de los mejores cazadores.Usa a iguales un revolver y un florete,esta es una de las razones de ser tan destructivo.&lt;/p&gt;&lt;p&gt;Bononga-Chica de 19 a&amp;ntilde;os medio salvaje/medio civilizada.La avandonaron de ni&amp;ntilde;a en un bosque junto a un lobo.Desde entonces siempre han estado juntos y pelean conjuntamente.No ataca elle,ataca su lobo.&lt;/p&gt;&lt;p&gt;Wolkrye-Lobo de Bononga,tiene 7 a&amp;ntilde;os.&lt;/p&gt;&lt;p&gt;Laxyel-Chica de 16 a&amp;ntilde;os.Entrenaba con Bargyerck,un maestro de las armas hasta que lo asesinaron hace 3 a&amp;ntilde;os,desde entonces entrena en solitario.Es la campeona conjunta del Torneo Mundial de guerreros junto a Striger.&lt;/p&gt;&lt;p&gt;Sniknom-Chico,edad desconocida.Medio hombre/medio demonio.Viaja con Striger con el fin de sembrar la discordia,pero al final acaba cambiando de parecer y acepta ayudarle a salvar el mundo.Usa magias demon&amp;iacute;acas en vez de armas&lt;/p&gt;&lt;p&gt;Afna-Chica,edad desconocida.Medio mujer/Medio &amp;aacute;ngel.Viaja con Striger con el fin de conservar el equilibrio mundial.Usa espadas grandes y sagradas.&lt;/p&gt;&lt;p&gt;Mairoct-36 a&amp;ntilde;os,var&amp;oacute;n.Maestro de todas las armas desde que muri&amp;oacute; Bargyerck es considerado el mejor.Solo entrena a Striger y a Atriella.&lt;/p&gt;&lt;p&gt;&lt;em&gt;&lt;strong&gt;ANTAGONISTAS:&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;&lt;p&gt;Atriella-Chica de 18 a&amp;ntilde;os con anhelos de grandeza.Entrenaba con Striger hasta que descubri&amp;oacute; en un antiguo pergamino la existencia de la &quot;espada del caos&quot; o &quot;Sword of Kaos&quot;.A partir de ese momento,solo anhela conseguirlaa cualquier precio.Usa la katana.&lt;/p&gt;&lt;p&gt;Habr&amp;aacute; mas antagonistas(xD)pero aun est&amp;aacute;n bajo producci&amp;oacute;n, y adem&amp;aacute;s ser&amp;iacute;an secundarios, ya que el malo mal&amp;iacute;simo es Atriella.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;PERSONAJES OCULTOS:&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;Bereta-Mujer.Es la reencarnaci&amp;oacute;n del elemento tierra.&lt;/p&gt;&lt;p&gt;Trieter-Hombre.Es la reencarnaci&amp;oacute;n del elemento agua/hielo.&lt;/p&gt;&lt;p&gt;Lusgara-Mujer.Es la reencarnaci&amp;oacute;n del elemento aire.&lt;/p&gt;&lt;p&gt;Higard-Hombre.Es la reencarncai&amp;oacute;n del elemento fuego.&lt;/p&gt;&lt;p&gt;Estos personajes todav&amp;iacute;a carecen de historia y aun est&amp;aacute; por ver si tendr&amp;aacute;n historia o ser&amp;aacute;n simplemente luchadores.&lt;/p&gt;&lt;!-- google_ad_section_end --&gt;</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00007-guias-de-rpg-maker-xp-by-sketchdeluxe.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T09:24:05+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>guias de rpg maker xp by SketchDeluxe</title>        <link>http://visionmaker.blogcindario.com/2008/11/00007-guias-de-rpg-maker-xp-by-sketchdeluxe.html</link>        <description>&lt;p style=&quot;text-align: center;&quot;&gt;guia de rpg maker xp&amp;nbsp;hecha por SketchDeluxe&lt;/p&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Super|_Guia|_RPG|_Maker|_Deluxe|_Rekinkiev.pdf&quot; style=&quot;margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Super|_Guia|_RPG|_Maker|_Deluxe|_Rekinkiev|_Tomo|_2.pdf&quot; style=&quot;margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrow.aspx/archivos%20de%20vision%20maker/Manual|_RPG|_Maker|_XP|_Deluxe|_Tomo|_3.rar&quot; style=&quot;margin: 3px; width: 240px; height: 26px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00006-pack-de-charas-de-naruto.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T08:34:45+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>pack de charas de naruto</title>        <link>http://visionmaker.blogcindario.com/2008/11/00006-pack-de-charas-de-naruto.html</link>        <description>En este paquete se encuentran 60 charas de el anime naruto&lt;br /&gt;espero que sean de su agrado.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrowdetail.aspx/archivos%20de%20vision%20maker/Pack|_Charas|_Naruto.zip&quot; style=&quot;margin: 3px; width: 240px; height: 66px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;</description>    </item>    <item rdf:about="http://visionmaker.blogcindario.com/2008/11/00005-materias-de-final-finatasy-7.html">        <dc:format>text/html</dc:format>        <dc:date>2008-11-21T08:28:37+01:00</dc:date>        <dc:creator>zerorandy</dc:creator>        <title>Materias De Final Finatasy 7</title>        <link>http://visionmaker.blogcindario.com/2008/11/00005-materias-de-final-finatasy-7.html</link>        <description>bueno, este archivo contiene un tutorial y el script&lt;br /&gt;para poder tener materias como las de final fantasy 7 en nuestros juegos&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;tutorial y script by alexander&lt;br /&gt;&lt;br /&gt;&lt;iframe frameborder=&quot;0&quot; marginheight=&quot;0&quot; marginwidth=&quot;0&quot; scrolling=&quot;no&quot; src=&quot;http://cid-5de2bb3b715504da.skydrive.live.com/embedrowdetail.aspx/archivos%20de%20vision%20maker/Script|_Materia|_|_|_Tutorial|_hecho|_por|_Alexander.rar&quot; style=&quot;margin: 3px; width: 240px; height: 66px; background-color: #ffffff; border: #dde5e9 1px solid; padding: 0px;&quot;&gt;&lt;/iframe&gt;</description>    </item></rdf:RDF>