Uh...enmmm sorry Algebra...is my fault. My english lack a bit, so i noticed only now this part...
# By default, the all enemies catalogue has an ID of 20, and this is because
# I didn't want it to interfere if you also have the Items Catalogue. Remember
# that NO catalogue can have the same ID as another, even if they are
# different scripts. So, by default, to call the all enemies catalogue, the
# code is:
#
# $scene = Scene_Catalogue.new (20)
#
# To manually "encounter" an enemy without having to actually fight the
# monster, you can use the code in a Call Script:
#
# encounter_monster (monster_id)
# monster_id : the ID of the monster to encounter
#
# Some Enemy data can be set in the notebox.
#
# SPECIES
# In order to make monster collection a little more interesting, it is
# possible to give an enemy a species now. It is purely cosmetic. If you wish
# to get rid of it altogether, then go down to lines 163 and 127 and change
# the name to "" and icon to 0. Those are the default species settings.
# However, you can change species settings on an individual enemy basis by
# putting these codes in the note box of the enemy:
#
# \species["<name>"]
# name : the name of the species.
# \species_icon[<index>]
# index : the icon index for the species
#
# Example:
# \species[Undead]
# \species_icon[112]
#
# ICON
# In order to make the monster list a little more interesting looking, you can
# give them individual icons to show up in that list. If you do not give them
# an individual icon, then it will default to showing the species icon. The
# code to put in the notes box is:
#
# \icon[<index>]
# index : the index of the icon you want to use.
#
# Example:
# \icon[1]
#
# Note: if you want to keep a species icon, but don't want any icons to show
# up next to the monster's name in the list, than you can manually set the
# icon to blank with the code: \icon[0]
#
# DESCRIPTION
# Another feature to make the screens a little more interesting is that you
# can give monsters individual descriptions. If you don't give them a
# description, than it will default to the value at line 166. The code to put in
# the note box is:
#
# \description[<text>]
# text : the description text. Don't worry about extending past one line.
#
# Example:
# \description[It may be blind,
# but it's still a dangerous
# foe]
#
# CATALOGUE Y
# This is something purely cosmetic. By default, the monster battler is drawn
# at about 48 pixels in the catalogue window. This allows you to change that
# y value if you so desire. It can make for a nice effect with maybe flying
# creatures appearing a little over the border, for instance, or anything like
# that really. It's very unnecessary though, and I recommend you not altering
# it. The code to put in the note box is:
#
# \cat_y[<new_y>]
# new_y : the y position for the battler in the catalogue window
#
# Example:
# \cat_y[16]
so i must add the description in the notebox under the enemies text-note heheheeh XD figured out!
Anyway i really like your works, they are easy to understand and to use, and seldom have problems. i just cant use the ATS 3.0c in his full glory since i cant figure out some issues, but is ok...i will try again and again to fully understand how can i configure it XD
Thanks for your Works and Time, i really appreciate it! ^^