Код:
	#-------------------------------------------------------------------------------
#  * Munkis' Bestiary
#  * V 1.1
#  * Made by munkis
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Pretty much self-explanitory; creates a bestiary that keeps track of what
#    you've killed, how many different monsters you've collected data on, and
#    total percentage of collected data.
#  * Incompatible with other scripts that do the same thing.
#  * You can add the following script call as a main menu or "script" event
#    command: $scene = Munkis_Bestiary.new
#  * V 1.0: Initial release
#  * V 1.1: Fixed a minor bug that I just recently discovered where the monster
#           data window wouldn't update properly when the user highlighted the
#           index of a monster whose ID was in the NO_DATA_MONSTER array.  The
#           messages now displayed can be changed from within the config module.
#-------------------------------------------------------------------------------
module MNK_Bestiary
  #Change the static text messages here.
  INFO_MESSAGE = ["'My First Animal Book'","Number Found:","Percent Completed:"]
  #Disable/Enable recording of monster data.
  NO_RECORD_SWITCH = 59
  #The data from these monsters will never be recorded.
  NO_DATA_MONSTER = [37]
  #Text to display on the index of a monster not being recorded in the bestiary.
  NO_RECORD_TEXT = ["Page Missing","This page is missing.  Where is it?"]
  
  #Shows a transparent box around the dropped items.
  SHOW_BOX = false
  #If the above is true, fill the box.
  FILL_BOX = true
  #Set the return destination here.
  RETURN_TO = Scene_Menu.new
end
#------------------------------------------------------------------------------
#  * <Alias> Game_System
#------------------------------------------------------------------------------
class Game_System
  attr_accessor :bestiary
  alias :munkis_bestiary_ini :initialize
  def initialize
    munkis_bestiary_ini
    create_bestiary
  end
  def create_bestiary
    @bestiary ||= Array.new($data_enemies.size) {false}
  end
  def set_bestiary_complete
    @bestiary = Array.new($data_enemies.size) {true}
    @bestiary[0] = false
  end
  def reset_bestiary
    @bestiary = Array.new($data_enemies.size) {false}
  end
end
#------------------------------------------------------------------------------
#  * <Alias> Game_Troop
#------------------------------------------------------------------------------
class Game_Troop < Game_Unit
  alias :munkis_bestiary_gamtroop_setup :setup
  def setup(*args)
    munkis_bestiary_gamtroop_setup(*args)
    $game_system.create_bestiary
    unless $game_switches[MNK_Bestiary::NO_RECORD_SWITCH]
      @enemies.each {|e| $game_system.bestiary[e.enemy_id] = true }
    end
  end
end
#------------------------------------------------------------------------------
#  * This draws the Title bar.
#------------------------------------------------------------------------------
class Window_Bestiary_Title_Bar < Window_Base
  def initialize
    super(0, 0, 544, WLH + 32)
    contents.font.color = knockout_color
    contents.draw_text(0, 0, contents.width, WLH, MNK_Bestiary::INFO_MESSAGE[0])
  end
end
#------------------------------------------------------------------------------
#  * This draws the monsters found bar.
#------------------------------------------------------------------------------
class Window_Bestiary_Data_Found_Bar < Window_Base
  def initialize
    super(0, WLH + 32, 272, WLH + 32)
    found_count = 0
    $game_system.bestiary.each {|e| found_count += 1 if e }
    found_text = found_count.to_s + '/' + ($data_enemies.size - 1).to_s
    right_text = MNK_Bestiary::INFO_MESSAGE[1] + found_text
    found_t_width = contents.text_size(MNK_Bestiary::INFO_MESSAGE[1]).width
    found_width = contents.text_size(found_text).width
    right_width = contents.text_size(right_text).width
    contents.font.color = normal_color
    contents.draw_text(contents.width - right_width, 0, contents.width, WLH, MNK_Bestiary::INFO_MESSAGE[1])
    contents.font.color = crisis_color
    contents.draw_text(contents.width - right_width + found_t_width, 0, contents.width, WLH, found_text)
  end
end
#------------------------------------------------------------------------------
#  * This draws the percent completed bar.
#------------------------------------------------------------------------------
class Window_Bestiary_Data_Percent_Bar < Window_Base
  def initialize
    super(272, WLH + 32, 272, WLH + 32)
    found_count = 0
    $game_system.bestiary.each {|e| found_count += 1 if e }
    percent_count = (found_count * 100) / ($data_enemies.size - 1)
    percent_text = percent_count.to_s + '%'
    percent_t_width = contents.text_size(MNK_Bestiary::INFO_MESSAGE[2]).width
    right_text = MNK_Bestiary::INFO_MESSAGE[2] + percent_text
    right_width = contents.text_size(right_text).width
    contents.draw_text(contents.width - right_width, 0, contents.width, WLH, MNK_Bestiary::INFO_MESSAGE[2])
    contents.font.color = crisis_color
    contents.draw_text(contents.width - right_width + percent_t_width, 0, contents.width, WLH, percent_text)
  end
end
#------------------------------------------------------------------------------
#  * This draws the monster data window.
#------------------------------------------------------------------------------
class Window_BestiaryDetail < Window_Base
  def initialize(window_temp)
    super(165, (WLH + 32) * 2, 380, 416 - ((WLH + 32) * 2))
    self.opacity = 255
    self.z = 1
    @last_enemy = 0
  end
  def write_detail(enemy_id)
    return if @last_enemy == enemy_id
    contents.clear
    @last_enemy = enemy_id
    data = $data_enemies[enemy_id]
    bitmap = Cache.battler(data.battler_name, data.battler_hue)
    bw = bitmap.width < 160 ? (160 - bitmap.width) / 2 : 0
    bh = contents.height - bitmap.height
    contents.blt(bw, bh, bitmap, bitmap.rect)
    bitmap.dispose
    contents.font.color = normal_color
    contents.draw_text(0, 0, contents.width, WLH,
    data.id.to_s + '.' + ' ' + data.name)
    hpx = 120
    draw_enemy_stat(data, contents.width - (hpx*1.75) - 32, WLH, hpx, 'hp')
    draw_enemy_stat(data, contents.width - hpx, WLH, hpx, 'mp')
    draw_enemy_stat(data, contents.width - (hpx*1.75) - 32, WLH * 2, hpx, 'atk')
    draw_enemy_stat(data, contents.width - hpx, WLH * 2, hpx, 'def')
    draw_enemy_stat(data, contents.width - (hpx*1.75) - 32, WLH * 3, hpx, 'spi')
    draw_enemy_stat(data, contents.width - hpx, WLH * 3, hpx, 'agi')
    draw_enemy_stat(data, contents.width - (hpx*1.75) - 32, WLH * 4, hpx, 'hit')
    draw_enemy_stat(data, contents.width - hpx, WLH * 4, hpx, 'eva')
    draw_enemy_stat(data, contents.width - (hpx*1.75) - 32, WLH * 5, hpx, 'exp')
    draw_enemy_stat(data, contents.width - hpx, WLH * 5, hpx, 'gold')
    if MNK_Bestiary::SHOW_BOX == true
      rect = Rect.new(contents.width - (hpx * 2)+36, (WLH * 8)-32, 204, (WLH * 4) + 16)
      contents.fill_rect(rect, Color.new(0,0,0,140)) if MNK_Bestiary::FILL_BOX == true
      lsize = 2
      lcolor = Color.new(255,255,255,160)
      contents.fill_rect(rect.x, rect.y, lsize, rect.height, lcolor)
      contents.fill_rect(rect.x, rect.y, rect.width, lsize, lcolor)
      contents.fill_rect(rect.x + rect.width - lsize, rect.y, lsize, rect.height, lcolor)
      contents.fill_rect(rect.x, rect.y + rect.height - lsize, rect.width, lsize, lcolor)
    end
    contents.font.color = system_color
    contents.draw_text(contents.width - (hpx * 2)+50, WLH * 6.8, 200, WLH, 'Drop Item 1')
    draw_enemy_drop(data, 1, contents.width - (hpx * 2)+50, WLH * 7.8)
    contents.font.color = system_color
    contents.draw_text(contents.width - (hpx * 2)+50, WLH * 8.8, 200, WLH, 'Drop Item 2')
    draw_enemy_drop(data, 2, contents.width - (hpx * 2)+50, WLH * 9.8)
  end
  def clear_detail
    @last_enemy = 0
    contents.clear
  end
  def draw_enemy_stat(actor, x, y, width, stat)
    color1 = system_color
    color2 = normal_color
    slash = false
      hactor = ($game_party.members.sort {|a,b| a.level <=> b.level })
      hactor = hactor[hactor.size - 1]
    case stat
    when 'hp'
      vocab = Vocab::hp
      number = actor.maxhp
      hnumber = hactor.maxhp
      slash = true
    when 'mp'
      vocab = Vocab::mp
      number = actor.maxmp
      hnumber = hactor.maxmp
      slash = true
    when 'atk'
      vocab = Vocab::atk
      number = actor.atk
      hnumber = hactor.atk
    when 'def'
      vocab = Vocab::def
      number = actor.def
      hnumber = hactor.def
    when 'spi'
      vocab = Vocab::spi
      number = actor.spi
      hnumber = hactor.spi
    when 'agi'
      vocab = Vocab::agi
      number = actor.agi
      hnumber = hactor.agi
    when 'hit'
      vocab = 'HIT'
      number = actor.hit
      hnumber = hactor.hit
    when 'eva'
      vocab = 'EVA'
      number = actor.eva
      hnumber = hactor.eva
    when 'exp'
      vocab = 'EXP'
      number = actor.exp
      color2 = crisis_color
    when 'gold'
      vocab = 'Gold'
      number = actor.gold
      color2 = crisis_color
    end
    if !hnumber.nil?
      if hnumber > number
        color2 = power_up_color
      elsif hnumber < number
        color2 = knockout_color
      elsif hnumber == number
        color2 = normal_color
      end
    end
    contents.font.color = color1
    contents.draw_text(x, y, 50, WLH, vocab)
    xr = x + width
    contents.font.color = color2
    if slash
      contents.draw_text(xr - 95, y, 40, WLH, number, 2)
      contents.draw_text(xr - 55, y, 11, WLH, '/', 2)
    end
    w_ava = slash ? 40 : 80
    contents.draw_text(xr - w_ava, y, w_ava, WLH, number, 2)
  end
  def draw_enemy_drop(actor, drop_id, x, y)
    drop = eval('actor.drop_item' + drop_id.to_s)
    if drop.kind.zero?
      contents.font.color = normal_color
      contents.draw_text(x, y, 200, WLH, "  ---------")
    else
      case drop.kind
      when 1; item = $data_items[drop.item_id]
      when 2; item = $data_weapons[drop.weapon_id]
      when 3; item = $data_armors[drop.armor_id]
      end
      draw_item_name(item, x, y)
    end
  end
end
#------------------------------------------------------------------------------
#  * This draws the monster list window.
#------------------------------------------------------------------------------
class Munkis_Bestiary < Scene_Base
  #----------------------------------------------------------------------------
  # * Start processing
  #----------------------------------------------------------------------------
  def initialize(from_menu = false)
    @from_menu = from_menu
  end
  def start
    super
    create_menu_background
    $game_system.create_bestiary
    @window_title = Window_Bestiary_Title_Bar.new
    @window_data_found = Window_Bestiary_Data_Found_Bar.new
    @window_data_percent = Window_Bestiary_Data_Percent_Bar.new
    bestiary = []
    $game_system.bestiary.each_index do |i|
      next if i == 0
      if $game_system.bestiary[i] and !MNK_Bestiary::NO_DATA_MONSTER.include?(i)
        montext = i.to_s + '.' + ' ' + $data_enemies[i].name
      elsif MNK_Bestiary::NO_DATA_MONSTER.include?(i)
        montext = i.to_s + '.' + ' ' + MNK_Bestiary::NO_RECORD_TEXT[0]
      else
        montext = i.to_s + '.'
      end
      bestiary << montext
    end
    @window_bestiarylist = Window_Command.new(165, bestiary)
    @window_bestiarylist.y = @window_title.height + @window_data_found.height
    @window_bestiarylist.height = (Graphics.height - @window_title.height) - @window_data_found.height
    @window_bestiarydetail = Window_BestiaryDetail.new(@window_bestiarylist)
  end
  def update
    super
      @window_bestiarylist.update
      if !$game_system.bestiary[@window_bestiarylist.index + 1]
        @window_bestiarydetail.clear_detail
      end
      if $game_system.bestiary[@window_bestiarylist.index + 1] and !MNK_Bestiary::NO_DATA_MONSTER.include?(@window_bestiarylist.index + 1)
        @window_bestiarydetail.write_detail(@window_bestiarylist.index + 1)
      end
      if MNK_Bestiary::NO_DATA_MONSTER.include?(@window_bestiarylist.index + 1)
        @window_bestiarydetail.clear_detail
        @window_bestiarydetail.contents.draw_text(0, 0, @window_bestiarydetail.width, 32, MNK_Bestiary::NO_RECORD_TEXT[1])
      end
      if Input.trigger?(Input::B)
        Sound.play_cancel
        $scene = MNK_Bestiary::RETURN_TO
      end
  end
  def terminate
    super
    dispose_menu_background
    @window_title.dispose
    @window_data_found.dispose
    @window_data_percent.dispose
    @window_bestiarylist.dispose
    @window_bestiarydetail.dispose
  end
end
#------------------------------------------------------------------------------
#  * This adds the entries to the monster list window.
#------------------------------------------------------------------------------
class Window_Command < Window_Selectable
  unless method_defined? :munkis_insert_command_ini
    alias munkis_insert_command_ini initialize
    alias munkis_insert_command_drawitem draw_item
  end
  #----------------------------------------------------------------------------
  # * <Alias> Initialize
  #----------------------------------------------------------------------------
  def initialize(*args)
    @disabled_commands = []
    munkis_insert_command_ini(*args)
  end
  #----------------------------------------------------------------------------
  # * <Alias> Draw_Item
  #----------------------------------------------------------------------------
  def draw_item(*args)
    munkis_insert_command_drawitem(*args)
    @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true
  end
  #----------------------------------------------------------------------------
  # * Insert Command
  #----------------------------------------------------------------------------
  def ins_command(index, text)
    @commands.insert(index, text)
    @disabled_commands.insert(index, nil)
    old_disabled_commands = @disabled_commands.dup
    self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32
    @item_max = @commands.size
    create_contents
    refresh
    old_disabled_commands.each_index do |i|
      if !old_disabled_commands[i].nil?
        draw_item(i, false)
      end
    end
  end
  #----------------------------------------------------------------------------
  # * Add Command
  #----------------------------------------------------------------------------
  def add_command(text)
    ins_command(@commands.size, text)
  end
end
 Но вроде бы он не вносит никаких изменений в коммандное окно...
						
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