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 http://avangs.info/index.php?_filter=search&mid=rgss_vx&search_target=title_content&search_keyword=2%EC%9D%B8%EC%9A%A9&document_srl=260789 이 링크 스크립트 를 적용하고싶은데 f11스크립트에디터이곳의추가에다붙여넣어야되나요? 아니면더블클릭해서 3번째 이벤트창 스크립트에다 붙여넣기 해야되요? (맵에 더블클릭시 이벤트작성을 얘기하는거애요)

Who's 나루토페인

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Comment '5'
  • profile
    나루토페인 2015.02.01 22:40
    어떻게 적용하는지도 좀 알려주세요
  • ?
    BeNew 2015.02.02 21:02
    #================================================
    # [VX] 2 Players Engine
    #------------------------------------------------
    # By Woratana [woratana@hotmail.com]
    # Version: 1.0
    # Date: 14/03/2008 *HAPPY PIE DAY! lol*
    #
    # CREDIT: Original XP Version by Hima

    =begin

    +[FEATURES]+
    - Create Player 2 that you can control, interact with other events in map,
    as same as Main Player.

    - Editable Input Buttons for Player 2

    - Player 2 can walk & Run 8 directions

    +[HOW TO USE]+
    To Create Player 2, use call script:
    $game_player2 = Game_Player2.new
    $game_player2.create(x, y, actor id, follow?)

    x and y = X and Y that you want new player to appear

    actor id = Character from ID of Actor that you want to use for new player
    (ID from Database)

    follow? = true (Screen follow new player), false (not follow new player)
    *NOT RECOMMEND TO USE FOLLOW*

    To Delete Player 2, use call script:
    $game_player2.delete

    =end
    #==============================================================================

    class Game_Player2 < Game_Character
    #--------------------------------------------------------------------------
    # START SETUP SCRIPT PART
    # * Constants: INPUT BUTTONS FOR Game_Player 2
    #--------------------------------------------------------------------------
    DOWN = Input::Y # S in Keyboard
    LEFT = Input::X # A in Keyboard
    RIGHT = Input::Z # D in Keyboard
    UP = Input::R # W in Keyboard
    ENTER = Input::L # Q in Keyboard
    RUN = Input::A # Shift in Keyboard
    #--------------------------------------------------------------------------
    # END SETUP SCRIPT PART
    #--------------------------------------------------------------------------

    CENTER_X = (544 / 2 - 16) * 8 # Screen center X coordinate * 8
    CENTER_Y = (416 / 2 - 16) * 8 # Screen center Y coordinate * 8
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :vehicle_type # type of vehicle currenting being ridden
    attr_accessor :character_name
    #--------------------------------------------------------------------------
    # * Create and Set Player 2 Location
    #--------------------------------------------------------------------------
    def create(x,y,id,need_center = false)
    @actor_id = id
    moveto(x,y)
    @need_center = need_center
    refresh
    end
    #--------------------------------------------------------------------------
    # * Clear Player 2
    #--------------------------------------------------------------------------
    def delete
    @actor_id = nil
    refresh
    $game_player2 = nil
    end
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    super
    @vehicle_type = -1
    @vehicle_getting_on = false # Boarding vehicle flag
    @vehicle_getting_off = false # Getting off vehicle flag
    @transferring = false # Player transfer flag
    @new_map_id = 0 # Destination map ID
    @new_x = 0 # Destination X coordinate
    @new_y = 0 # Destination Y coordinate
    @new_direction = 0 # Post-movement direction
    @walking_bgm = nil # For walking BGM memory
    end
    #--------------------------------------------------------------------------
    # * Determine if Stopping
    #--------------------------------------------------------------------------
    def stopping?
    return false if @vehicle_getting_on
    return false if @vehicle_getting_off
    return super
    end
    #--------------------------------------------------------------------------
    # * Player Transfer Reservation
    # map_id : Map ID
    # x : x-coordinate
    # y : y coordinate
    # direction : post-movement direction
    #--------------------------------------------------------------------------
    def reserve_transfer(map_id, x, y, direction)
    @transferring = true
    @new_map_id = map_id
    @new_x = x
    @new_y = y
    @new_direction = direction
    end
    #--------------------------------------------------------------------------
    # * Determine if Player Transfer is Reserved
    #--------------------------------------------------------------------------
    def transfer?
    return @transferring
    end
    #--------------------------------------------------------------------------
    # * Execute Player Transfer
    #--------------------------------------------------------------------------
    def perform_transfer
    return unless @transferring
    @transferring = false
    set_direction(@new_direction)
    if $game_map.map_id != @new_map_id
    $game_map.setup(@new_map_id) # Move to other map
    end
    moveto(@new_x, @new_y)
    end
    #--------------------------------------------------------------------------
    # * Determine if Map is Passable
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def map_passable?(x, y)
    case @vehicle_type
    when 0 # Boat
    return $game_map.boat_passable?(x, y)
    when 1 # Ship
    return $game_map.ship_passable?(x, y)
    when 2 # Airship
    return true
    else # Walking
    return $game_map.passable?(x, y)
    end
    end
    #--------------------------------------------------------------------------
    # * Determine if Walking is Possible
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def can_walk?(x, y)
    last_vehicle_type = @vehicle_type # Remove vehicle type
    @vehicle_type = -1 # Temporarily set to walking
    result = passable?(x, y) # Determine if passable
    @vehicle_type = last_vehicle_type # Restore vehicle type
    return result
    end
    #--------------------------------------------------------------------------
    # * Determine if Airship can Land
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
    return false # The tile passable attribute is unlandable
    end
    unless $game_map.events_xy(x, y).empty?
    return false # Cannot land where there is an event
    end
    return true # Can land
    end
    #--------------------------------------------------------------------------
    # * Determine if Riding in Some Kind of Vehicle
    #--------------------------------------------------------------------------
    def in_vehicle?
    return @vehicle_type >= 0
    end
    #--------------------------------------------------------------------------
    # * Determine if Riding in Airship
    #--------------------------------------------------------------------------
    def in_airship?
    return @vehicle_type == 2
    end
    #--------------------------------------------------------------------------
    # * Determine if Dashing
    #--------------------------------------------------------------------------
    def dash?
    return false if @move_route_forcing
    return false if $game_map.disable_dash?
    return false if in_vehicle?
    return Input.press?(RUN)
    end
    #--------------------------------------------------------------------------
    # * Determine if Debug Pass-through State
    #--------------------------------------------------------------------------
    def debug_through?
    return false unless $TEST
    return Input.press?(Input::CTRL)
    end
    #--------------------------------------------------------------------------
    # * Set Map Display Position to Center of Screen
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def center(x, y)
    display_x = x * 256 - CENTER_X # Calculate coordinates
    unless $game_map.loop_horizontal? # No loop horizontally?
    max_x = ($game_map.width - 17) * 256 # Calculate max value
    display_x = [0, [display_x, max_x].min].max # Adjust coordinates
    end
    display_y = y * 256 - CENTER_Y # Calculate coordinates
    unless $game_map.loop_vertical? # No loop vertically?
    max_y = ($game_map.height - 13) * 256 # Calculate max value
    display_y = [0, [display_y, max_y].min].max # Adjust coordinates
    end
    $game_map.set_display_pos(display_x, display_y) # Change map location
    end
    #--------------------------------------------------------------------------
    # * Move to Designated Position
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def moveto(x, y)
    super
    # center(x, y)
    make_encounter_count # Initialize encounter
    if in_vehicle? # Riding in vehicle
    vehicle = $game_map.vehicles[@vehicle_type] # Get vehicle
    vehicle.refresh # Refresh
    end
    end
    #--------------------------------------------------------------------------
    # * Increase Steps
    #--------------------------------------------------------------------------
    def increase_steps
    super
    return if @move_route_forcing
    return if in_vehicle?
    $game_party.increase_steps
    $game_party.on_player_walk
    end
    #--------------------------------------------------------------------------
    # * Get Encounter Count
    #--------------------------------------------------------------------------
    def encounter_count
    return @encounter_count
    end
    #--------------------------------------------------------------------------
    # * Make Encounter Count
    #--------------------------------------------------------------------------
    def make_encounter_count
    if $game_map.map_id != 0
    n = $game_map.encounter_step
    @encounter_count = rand(n) + rand(n) + 1 # As if rolling 2 dice
    end
    end
    #--------------------------------------------------------------------------
    # * Determine if in Area
    # area : Area data (RPG::Area)
    #--------------------------------------------------------------------------
    def in_area?(area)
    return false if area == nil
    return false if $game_map.map_id != area.map_id
    return false if @x < area.rect.x
    return false if @y < area.rect.y
    return false if @x >= area.rect.x + area.rect.width
    return false if @y >= area.rect.y + area.rect.height
    return true
    end
    #--------------------------------------------------------------------------
    # * Create Group ID for Troop Encountered
    #--------------------------------------------------------------------------
    def make_encounter_troop_id
    encounter_list = $game_map.encounter_list.clone
    for area in $data_areas.values
    encounter_list += area.encounter_list if in_area?(area)
    end
    if encounter_list.empty?
    make_encounter_count
    return 0
    end
    return encounter_list[rand(encounter_list.size)]
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    if @actor_id != nil and $game_actors[@actor_id] != nil
    actor = $game_actors[@actor_id] # Get front actor
    @character_name = actor.character_name
    @character_index = actor.character_index
    else
    @character_name = ""
    end
    end
    #--------------------------------------------------------------------------
    # * Determine if Same Position Event is Triggered
    # triggers : Trigger array
    #--------------------------------------------------------------------------
    def check_event_trigger_here(triggers)
    return false if $game_map.interpreter.running?
    result = false
    for event in $game_map.events_xy(@x, @y)
    if triggers.include?(event.trigger) and event.priority_type != 1
    event.start
    result = true if event.starting
    end
    end
    return result
    end
    #--------------------------------------------------------------------------
    # * Determine if Front Event is Triggered
    # triggers : Trigger array
    #--------------------------------------------------------------------------
    def check_event_trigger_there(triggers)
    return false if $game_map.interpreter.running?
    result = false
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    for event in $game_map.events_xy(front_x, front_y)
    if triggers.include?(event.trigger) and event.priority_type == 1
    event.start
    result = true
    end
    end
    if result == false and $game_map.counter?(front_x, front_y)
    front_x = $game_map.x_with_direction(front_x, @direction)
    front_y = $game_map.y_with_direction(front_y, @direction)
    for event in $game_map.events_xy(front_x, front_y)
    if triggers.include?(event.trigger) and event.priority_type == 1
    event.start
    result = true
    end
    end
    end
    return result
    end
    #--------------------------------------------------------------------------
    # * Determine if Touch Event is Triggered
    # x : x-coordinate
    # y : y-coordinate
    #--------------------------------------------------------------------------
    def check_event_trigger_touch(x, y)
    return false if $game_map.interpreter.running?
    result = false
    for event in $game_map.events_xy(x, y)
    if [1,2].include?(event.trigger) and event.priority_type == 1
    event.start
    result = true
    end
    end
    return result
    end
    #--------------------------------------------------------------------------
    # * Processing of Movement via input from the Directional Buttons
    #--------------------------------------------------------------------------
    def move_by_input
    return unless movable?
    return if $game_map.interpreter.running?
    if Input.press?(DOWN)
    move_down
    end
    if Input.press?(LEFT)
    move_left
    end
    if Input.press?(RIGHT)
    move_right
    end
    if Input.press?(UP)
    move_up
    end
    end
    #--------------------------------------------------------------------------
    # * Determine if Movement is Possible
    #--------------------------------------------------------------------------
    def movable?
    return false if moving? # Moving
    return false if @move_route_forcing # On forced move route
    return false if @vehicle_getting_on # Boarding vehicle
    return false if @vehicle_getting_off # Getting off vehicle
    return false if $game_message.visible # Displaying a message
    return false if in_airship? and not $game_map.airship.movable?
    return true
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    last_real_x = @real_x
    last_real_y = @real_y
    last_moving = moving?
    move_by_input
    super
    update_scroll(last_real_x, last_real_y) if @need_center
    update_vehicle
    update_nonmoving(last_moving)
    end
    #--------------------------------------------------------------------------
    # * Update Scroll
    #--------------------------------------------------------------------------
    def update_scroll(last_real_x, last_real_y)
    ax1 = $game_map.adjust_x(last_real_x)
    ay1 = $game_map.adjust_y(last_real_y)
    ax2 = $game_map.adjust_x(@real_x)
    ay2 = $game_map.adjust_y(@real_y)
    if ay2 > ay1 and ay2 > CENTER_Y
    $game_map.scroll_down(ay2 - ay1)
    end
    if ax2 < ax1 and ax2 < CENTER_X
    $game_map.scroll_left(ax1 - ax2)
    end
    if ax2 > ax1 and ax2 > CENTER_X
    $game_map.scroll_right(ax2 - ax1)
    end
    if ay2 < ay1 and ay2 < CENTER_Y
    $game_map.scroll_up(ay1 - ay2)
    end
    end
    #--------------------------------------------------------------------------
    # * Update Vehicle
    #--------------------------------------------------------------------------
    def update_vehicle
    return unless in_vehicle?
    vehicle = $game_map.vehicles[@vehicle_type]
    if @vehicle_getting_on # Boarding?
    if not moving?
    @direction = vehicle.direction # Change direction
    @move_speed = vehicle.speed # Change movement speed
    @vehicle_getting_on = false # Finish boarding operation
    @transparent = true # Transparency
    end
    elsif @vehicle_getting_off # Getting off?
    if not moving? and vehicle.altitude == 0
    @vehicle_getting_off = false # Finish getting off operation
    @vehicle_type = -1 # Erase vehicle type
    @transparent = false # Remove transparency
    end
    else # Riding in vehicle
    vehicle.sync_with_player # Move at the same time as player
    end
    end
    #--------------------------------------------------------------------------
    # * Processing when not moving
    # last_moving : Was it moving previously?
    #--------------------------------------------------------------------------
    def update_nonmoving(last_moving)
    return if $game_map.interpreter.running?
    return if moving?
    return if check_touch_event if last_moving
    if not $game_message.visible and Input.trigger?(ENTER)
    return if get_on_off_vehicle
    return if check_action_event
    end
    update_encounter if last_moving
    end
    #--------------------------------------------------------------------------
    # * Update Encounter
    #--------------------------------------------------------------------------
    def update_encounter
    return if $TEST and Input.press?(Input::CTRL) # During test play?
    return if in_vehicle? # Riding in vehicle?
    if $game_map.bush?(@x, @y) # If in bush
    @encounter_count -= 2 # Reduce encounters by 2
    else # If not in bush
    @encounter_count -= 1 # Reduce encounters by 1
    end
    end
    #--------------------------------------------------------------------------
    # * Determine Event Start Caused by Touch (overlap)
    #--------------------------------------------------------------------------
    def check_touch_event
    return false if in_airship?
    return check_event_trigger_here([1,2])
    end
    #--------------------------------------------------------------------------
    # * Determine Event Start Caused by [OK] Button
    #--------------------------------------------------------------------------
    def check_action_event
    return false if in_airship?
    return true if check_event_trigger_here([0])
    return check_event_trigger_there([0,1,2])
    end
    #--------------------------------------------------------------------------
    # * Getting On and Off Vehicles
    #--------------------------------------------------------------------------
    def get_on_off_vehicle
    return false unless movable?
    if in_vehicle?
    return get_off_vehicle
    else
    return get_on_vehicle
    end
    end
    #--------------------------------------------------------------------------
    # * Board Vehicle
    # Assumes that the player is not currently in a vehicle.
    #--------------------------------------------------------------------------
    def get_on_vehicle
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    if $game_map.airship.pos?(@x, @y) # Is it overlapping with airship?
    get_on_airship
    return true
    elsif $game_map.ship.pos?(front_x, front_y) # Is there a ship in front?
    get_on_ship
    return true
    elsif $game_map.boat.pos?(front_x, front_y) # Is there a boat in front?
    get_on_boat
    return true
    end
    return false
    end
    #--------------------------------------------------------------------------
    # * Board Boat
    #--------------------------------------------------------------------------
    def get_on_boat
    @vehicle_getting_on = true # Boarding flag
    @vehicle_type = 0 # Set vehicle type
    force_move_forward # Move one step forward
    @walking_bgm = RPG::BGM::last # Memorize walking BGM
    $game_map.boat.get_on # Boarding processing
    end
    #--------------------------------------------------------------------------
    # * Board Ship
    #--------------------------------------------------------------------------
    def get_on_ship
    @vehicle_getting_on = true # Board
    @vehicle_type = 1 # Set vehicle type
    force_move_forward # Move one step forward
    @walking_bgm = RPG::BGM::last # Memorize walking BGM
    $game_map.ship.get_on # Boarding processing
    end
    #--------------------------------------------------------------------------
    # * Board Airship
    #--------------------------------------------------------------------------
    def get_on_airship
    @vehicle_getting_on = true # Start boarding operation
    @vehicle_type = 2 # Set vehicle type
    @through = true # Passage ON
    @walking_bgm = RPG::BGM::last # Memorize walking BGM
    $game_map.airship.get_on # Boarding processing
    end
    #--------------------------------------------------------------------------
    # * Get Off Vehicle
    # Assumes that the player is currently riding in a vehicle.
    #--------------------------------------------------------------------------
    def get_off_vehicle
    if in_airship? # Airship
    return unless airship_land_ok?(@x, @y) # Can't land?
    else # Boat/ship
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    return unless can_walk?(front_x, front_y) # Can't touch land?
    end
    $game_map.vehicles[@vehicle_type].get_off # Get off processing
    if in_airship? # Airship
    @direction = 2 # Face down
    else # Boat/ship
    force_move_forward # Move one step forward
    @transparent = false # Remove transparency
    end
    @vehicle_getting_off = true # Start getting off operation
    @move_speed = 4 # Return move speed
    @through = false # Passage OFF
    @walking_bgm.play # Restore walking BGM
    make_encounter_count # Initialize encounter
    end
    #--------------------------------------------------------------------------
    # * Force One Step Forward
    #--------------------------------------------------------------------------
    def force_move_forward
    @through = true # Passage ON
    move_forward # Move one step forward
    @through = false # Passage OFF
    end
    end

    class Scene_Title < Scene_Base
    alias wor_twopla_scetit_cregam create_game_objects
    def create_game_objects
    wor_twopla_scetit_cregam
    $game_player2 = nil
    end
    end

    class Scene_Map < Scene_Base
    alias wor_twopla_scemap_upd update
    def update
    wor_twopla_scemap_upd
    $game_player2.update if $game_player2 != nil
    end
    end

    class Spriteset_Map
    alias wor_twopla_sprmap_crecha create_characters
    alias wor_twopla_sprmap_updcha update_characters
    def create_characters
    wor_twopla_sprmap_crecha
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
    @chara_two_pushed = false
    end

    def update_characters
    if !(@chara_two_pushed) and $game_player2 != nil
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
    @chara_two_pushed = true
    elsif @chara_two_pushed and $game_player2 == nil
    for i in 0..@character_sprites.size
    if @character_sprites[i].character.is_a?(Game_Player2)
    @character_sprites[i].character.character_name = ""
    @character_sprites[i].update
    @character_sprites.delete_at(i)
    break
    end
    end
    @chara_two_pushed = false
    end
    wor_twopla_sprmap_updcha
    end
    end

    class Game_Map
    alias wor_twopla_gammap_passable passable?
    def passable?(x, y, flag = 0x01)
    if $game_player2 != nil and flag
    return false if $game_player2.x == x and $game_player2.y == y
    end
    wor_twopla_gammap_passable(x, y, flag)
    end
    end


    이걸 복사해서 스크립트 에디터 맨밑에다 만들어주시고
    2p 로 할 이벤트 하나 만드신후 실행옵션에 스크립트 해서
    $game_player2 = Game_Player2.new
    $game_player2.create(x, y, id, true)
    해주시고 x 랑 y는 좌표 id는 엑터의 아이디로 맞게 바꿔주세요
  • profile
    나루토페인 2015.02.02 22:29
    그럼 x랑 y를 지우고 그냥 2, 이런식으로 좌표를 써야 하나요 아니면 x2이런식으로 써야하나요 그리고 id:하고 울리카 써넣으면 되요? 한글로 영어로? 아니면 id지우고 잇던자리에 액터아이디를 쓰나요?
  • ?
    BeNew 2015.02.03 19:31
    $game_player2.create(x, y, actor id, follow?)

    x y 는 맵상의 나타낼 2p의 좌표, actor id는 케릭터 번호,
    follow에는 true나 false를 넣어주면됩니다.
    false로하면 2p의 이동은 스크린이 따라가지않습니다.

    예 (2, 2, 2, true)
  • profile
    나루토페인 2015.02.03 21:55
    감사합니다!

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