질문과 답변

Extra Form



ATB SYSTEM (V2.91) 이라는 전투 체제를 추가했습니다.

http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT02.html




다른건 잘 되는데, 제가 칠 때만 에러가 뜹니다.

공격할 때 추가 커맨드 입력하는 부분이 에러가 뜬다 뭐 이런 내용인것 같은데.. 도통 고칠 방도를 모르겠습니다.

이번에는 짐작 가는 부분도 없어서 어떤걸 스샷 찍어 올려야 할지를 모르겠네요..

일단 해당 스크립트 부분을 아래에 붙여넣겠습니다.

152번째 줄의 글은 force_cursor_visible(false) 입니다.

혹시 제가 더 올려야 추측이 될만한 것이 있다면 가감없이 이야기 부탁드리겠습니다.


#############




#==============================================================================

# +++ MOG - Blitz Commands (v1.6) +++

#==============================================================================

# By Moghunter 

# http://www.atelier-rgss.com/

#==============================================================================

# Permite ativar ações através de sequência de comandos.

#==============================================================================

# UTILIZAÇÃO

#==============================================================================

# No banco de dados de habilidades ou itens, coloque o seguinte comentário na

# caixa de notas. 

#

# <Blitz Command>

#

# * Lembre-se de definir a sequência de botões no editor de script antes de

# usar a habilidade

#

# Para definir uma velocidade especifica na sequência de botões use o cometário

# abaixo.

#

# <Blitz Speed = X>

#

#==============================================================================

# Arquivos necessários. Graphics/System/

#==============================================================================

#

# Blitz_Background.png

# Blitz_Flash.png

# Blitz_Layout.png

# Blitz_Meter.png

# Chain_Command.png

#

#==============================================================================

# Histórico

#==============================================================================

# v1.6 - Melhoria na codificação.

#==============================================================================


$imported = {} if $imported.nil?

$imported[:mog_blitz_commands] = true


module MOG_BLITZ_COMMANDS

  #Definição do tempo para inserir os comandos. (tempo X quantidade de comandos)

  DEFAULT_INPUT_DURATION = 30

 #==============================================================================

 # BLITZ_INPUT = { SKILL_ID => [COMMAND] }

 #

 # SKILL_ID = ID da habilidade no banco de dados.

 # COMMANDS = Defina aqui a sequência de botões. 

 #            (Para fazer a sequência use os comandos abaixo)   

 #  

 # "Down" ,"Up" ,"Left" ,"Right" ,"Shift" ,"D" ,"S" ,"A" ,"Z" ,"X" ,"Q" ,"W"

 #

 # Exemplo de utilização

 #

 # BLITZ_INPUT = { 

 # 25=>["Down","D","S","Right"],

 # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],

 # 80=>["Shift","D"]

 # }   

 #==============================================================================

  BLITZ_INPUT = {

   22=>["Left","Up","Right","Down","Up","Down","Left","Right","Z"],

   51=>["Up","Down","Left","Right","Z"],

   53=>["X","Z","A","S","D"],

   61=>["Z","D","X","Right","Left"],

   62=>["Right","Left","Right","Q","Z","Z","D","X","Right","Left"],

   66=>["Right","Up","Up","Z"],

   69=>["X","Right","Left","Z","Z"], 

   74=>["Down","Right","Down","Right","A"], 

   999=>["Left","Right","Left","Right","Left","Right","Q","Z","Up","A","S",

        "Down","D","Z","Right","Up","Up","Z","W","Left","Down","D","A","W"]

 }  

 #Ativar animação da imagem de fundo. 

 BACKGROUND_ENABLE = false

 #Velocidade de deslize da imagem de fundo.

 BACKGROUND_SCROLL_SPEED = [30,0]

 #Posição do layout.

 BLITZ_POSITION = [0,0]

 #Posição do botão.

 BUTTON_POSITION = [265,170]

 #Posição do medidor de tempo.

 METER_POSITION = [63,249]

 #Posição do sprite Flash.

 FLASH_POSITION = [0,146]

 #Posição do ícone.

 ICON_POSITION = [0,0]

 #Posição do nome da skill

 SKILL_NAME_POSITION = [180,140]

 #Definição das palavras usadas no sistema blitz.

 BLITZ_WORDS = ["Missed!", "Timeover", "Success!"]

 #Configuração da fonte.

 FONT_SIZE = 22 

 FONT_COLOR = Color.new(255,255,255)

 #Prioridade dos sprites.

 BLITZ_Z = 10500 

 #Som ao acertar. 

 RIGHT_SE = "Chime1"

 #Som ao errar.

 WRONG_SE = "Buzzer1"  

 #Definição do som ao ativar o sistema.

 BLITZ_START_SE = "Saint9"

end


#==============================================================================

# ■ Game Temp

#==============================================================================

class Game_Temp

  attr_accessor :blitz_commands

  attr_accessor :blitz_commands_phase

  #--------------------------------------------------------------------------

  # ● Initialize

  #--------------------------------------------------------------------------      

  alias mog_blits_commands_initialize initialize

  def initialize

      @blitz_commands = [false,0] ; @blitz_commands_phase = false

      mog_blits_commands_initialize

  end

  

end


#==============================================================================

# ■ Scene_Battle

#==============================================================================

class Scene_Battle < Scene_Base

  

  #--------------------------------------------------------------------------

  # ● Use Item

  #--------------------------------------------------------------------------  

  alias mog_blitz_commands_use_item use_item

  def use_item

      if can_execute_blitz_input?

         blitz_before_action

         execute_blitz_input

         blitz_after_action

         unless $game_temp.blitz_commands[1] == nil

             return if !$game_temp.blitz_commands[0]

         end

      end

      mog_blitz_commands_use_item     

  end 

  

  #--------------------------------------------------------------------------

  # ● Blitz Before Action

  #--------------------------------------------------------------------------  

  def blitz_before_action

      record_window_data if $imported[:mog_atb_system]

      if $imported[:mog_menu_cursor]    

         @chain_curor_x = $game_temp.menu_cursor[2] 

         $game_temp.menu_cursor[2] = -999

         force_cursor_visible(false)

      end             

  end      

  

  #--------------------------------------------------------------------------

  # ● Blitz After ACtion

  #--------------------------------------------------------------------------  

  def blitz_after_action

      restore_window_data if $imported[:mog_atb_system]

      if $imported[:mog_menu_cursor] and @chain_curor_x != nil

         $game_temp.menu_cursor[2] = @chain_curor_x 

      end

  end    

  

  #--------------------------------------------------------------------------

  # ● Can Execute Blitz Input

  #--------------------------------------------------------------------------    

  def can_execute_blitz_input?

      return false if !@subject.is_a?(Game_Actor)

      return false if @subject.restriction != 0

      return true

  end

  

  #--------------------------------------------------------------------------

  # ● Execute Blitz Input

  #--------------------------------------------------------------------------   

  def execute_blitz_input 

      $game_temp.blitz_commands[0] = false

      action_id = @subject.current_action.item.note =~ /<Blitz Command>/ ? @subject.current_action.item.id : nil

      $game_temp.blitz_commands[1] = action_id

      return if action_id == nil

      blitz_command_sequence = MOG_BLITZ_COMMANDS::BLITZ_INPUT[action_id]

      if $imported[:mog_menu_cursor]    

         valor_x = $game_temp.menu_cursor[2] ; $game_temp.menu_cursor[2] = -999

         force_cursor_visible(false)

      end      

      if blitz_command_sequence != nil  

         blitz_sq = Blitz_Commands.new(blitz_command_sequence, @subject ,action_id)

         loop do

              $game_temp.blitz_commands_phase = true

              (blitz_sq.update ; Input.update) unless @spriteset.animation?

              @spriteset.update ; Graphics.update ; update_info_viewport

              break if blitz_sq.phase == 9

         end

         blitz_sq.dispose

      end        

      $game_temp.menu_cursor[2] = valor_x if $imported[:mog_menu_cursor]

      $game_temp.blitz_commands_phase = false

  end

  

end


#==============================================================================

# Game Temp

#==============================================================================

class Game_Temp

  

  attr_accessor :cache_blitz_command

  

  #--------------------------------------------------------------------------

  # ● Initialize

  #--------------------------------------------------------------------------

  alias mog_blitz_command_initialize initialize   

  def initialize

      mog_blitz_command_initialize

      cache_blt_cmd

  end

  

  #--------------------------------------------------------------------------

  # ● Cache Blt Cmd

  #--------------------------------------------------------------------------  

  def cache_blt_cmd

      @cache_blitz_command = []

      @cache_blitz_command.push(Cache.system("Blitz_Background"))

      @cache_blitz_command.push(Cache.system("IconSet"))

      @cache_blitz_command.push(Cache.system("Blitz_Flash"))

      @cache_blitz_command.push(Cache.system("Blitz_Meter"))

      @cache_blitz_command.push(Cache.system("Blitz_Layout"))

      @cache_blitz_command.push(Cache.system("Chain_Battle_Command"))

  end

  

end



#==============================================================================

# ■ Spriteset Battle

#==============================================================================

class Spriteset_Battle

   

  #--------------------------------------------------------------------------

  # ● Initialize

  #--------------------------------------------------------------------------    

  alias mog_blitz_commands_initialize initialize

  def initialize

      $game_temp.cache_blt_cmd

      mog_blitz_commands_initialize     

  end

end  

#==============================================================================

# Blitz Commands

#==============================================================================

class Blitz_Commands

  include MOG_BLITZ_COMMANDS

  attr_accessor :phase

  

  #--------------------------------------------------------------------------

  # ● Initialize

  #--------------------------------------------------------------------------      

  def initialize(sequence, subject,action_id)

      @phase = 0 ; @actor = subject ; @skill = $data_skills[action_id]

      @skillname = @skill.name ; @action_id = action_id 

      @chain_command = sequence ; @end = false

      duration = @skill.note =~ /<Blitz Speed = (\d+)>/i ? $1.to_i : DEFAULT_INPUT_DURATION

      @timer_max = duration * @chain_command.size ; @timer_max = 1 if @timer_max < 1

      @timer = @timer_max ; @com = 0 ; @com_index = 0 ; @new_x = 0 

      Audio.se_play("Audio/SE/" + BLITZ_START_SE, 100, 100) rescue nil

      create_sprites

  end


  #--------------------------------------------------------------------------

  # ● Create Sprites

  #--------------------------------------------------------------------------        

  def create_sprites

      create_background ; create_layout ; create_buttons ; create_meter

      create_flash ; create_skill_name ; create_icon      

  end

  

  #--------------------------------------------------------------------------

  # ● Create Background

  #--------------------------------------------------------------------------        

  def create_background

      @background = Plane.new ; @background.opacity = 0

      @background.bitmap = $game_temp.cache_blitz_command[0]

      @background.z = BLITZ_Z ; @background.visible = BACKGROUND_ENABLE

  end

  

  #--------------------------------------------------------------------------

  # ● Create Icon

  #--------------------------------------------------------------------------      

  def create_icon

      @icon_image = $game_temp.cache_blitz_command[1]

      @icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24)

      @icon_sprite.z = BLITZ_Z + 3

      @org_x2 = 80 + ICON_POSITION[0] - @center + SKILL_NAME_POSITION[0]

      @icon_sprite.x = @org_x2 ; @icon_sprite.opacity = 0

      @icon_sprite.y = ICON_POSITION[1] + SKILL_NAME_POSITION[1]     

      icon_rect = Rect.new(@skill.icon_index % 16 * 24, @skill.icon_index / 16 * 24, 24, 24)

      @icon_sprite.bitmap.blt(0,0, @icon_image, icon_rect)

  end  

  

  #--------------------------------------------------------------------------

  # ● Initialize

  #--------------------------------------------------------------------------      

  def create_skill_name

      @skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32)

      @skill_name.bitmap.font.size = FONT_SIZE

      @skill_name.z = BLITZ_Z + 3 ; @skill_name.y = SKILL_NAME_POSITION[1]

      @skill_name.opacity = 0 ; refresh_skill_name

  end

  

  #--------------------------------------------------------------------------

  # ● Refresh Skill Name

  #--------------------------------------------------------------------------        

  def refresh_skill_name

      cm = @skillname.to_s.split(//).size

      @center = ((200 / @skill_name.bitmap.font.size) * cm / 2) + 5

      @org_x = SKILL_NAME_POSITION[0] ; @skill_name.x = @org_x  

      @skill_name.bitmap.font.color = Color.new(0,0,0)

      @skill_name.bitmap.draw_text(1,1,200,32,@skillname.to_s,1)  

      @skill_name.bitmap.font.color = FONT_COLOR

      @skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1)  

  end  

  

  #--------------------------------------------------------------------------

  # ● Create Flash

  #--------------------------------------------------------------------------          

  def create_flash

      @flash_type = 0 ; @flash_image = $game_temp.cache_blitz_command[2]

      @flash_cw = @flash_image.width ; @flash_ch = @flash_image.height / 2

      @flash = Sprite.new ; @flash.bitmap = Bitmap.new(@flash_cw,@flash_ch)

      @flash.x = FLASH_POSITION[0] ; @flash.y = FLASH_POSITION[1]

      @flash.z = BLITZ_Z + 2 ; @flash.opacity = 0 ; @flash.blend_type = 1

      refresh_flash

  end

  

  #--------------------------------------------------------------------------

  # ● Refresh Flash

  #--------------------------------------------------------------------------            

  def refresh_flash

      @flash.bitmap.clear

      f_scr = Rect.new(0,@flash_type * @flash_ch,@flash_cw,@flash_ch)

      @flash.bitmap.blt(0,0,@flash_image,f_scr)

  end


  #--------------------------------------------------------------------------

  # ● Create Meter

  #--------------------------------------------------------------------------          

  def create_meter

      @meter_image = $game_temp.cache_blitz_command[3]

      @meter_cw = @meter_image.width ; @meter_ch = @meter_image.height

      @meter_sprite = Sprite.new

      @meter_sprite.bitmap = Bitmap.new(@meter_cw,@meter_ch)

      @meter_sprite.x = METER_POSITION[0] ; @meter_sprite.y = METER_POSITION[1]

      @meter_sprite.z = BLITZ_Z + 2 ; @meter_sprite.opacity = 0 ; update_meter

  end

  

  #--------------------------------------------------------------------------

  # ● Update Meter

  #--------------------------------------------------------------------------            

  def update_meter

      return if @meter_sprite == nil

      @meter_sprite.bitmap.clear ; m_width = @meter_cw * @timer / @timer_max

      m_scr = Rect.new(0,0,m_width,@meter_ch)

      @meter_sprite.bitmap.blt(0,0,@meter_image, m_scr)

  end

  

  #--------------------------------------------------------------------------

  # ● Create Layout

  #--------------------------------------------------------------------------          

  def create_layout

      @layout = Sprite.new ; @layout.bitmap = $game_temp.cache_blitz_command[4]

      @layout.x = BLITZ_POSITION[0] ; @layout.y = BLITZ_POSITION[1]

      @layout.z = BLITZ_Z + 1 ; @layout.opacity = 0

  end

  

  #--------------------------------------------------------------------------

  # ● Create Buttons

  #--------------------------------------------------------------------------       

  def create_buttons

     @image = $game_temp.cache_blitz_command[5]  

     @image_cw = @image.width / 13 ; @image_ch = @image.height  

     @image_cw_max = (@image_cw + 5) * @chain_command.size

     @sprite = Sprite.new ; @sprite.bitmap = Bitmap.new(@image_cw_max,@image_ch * 2)

     if @chain_command.size <= 15

        @sprite.x = (Graphics.width / 2) - ((@image_cw + 5) * @chain_command.size) / 2

        @new_x = 0

     else   

        @sprite.x = (Graphics.width / 2) ; @new_x = @sprite.x 

     end   

     @sprite.x = BUTTON_POSITION[0] ; @sprite.y = BUTTON_POSITION[1]

     @sprite.z = BLITZ_Z + 1 ; @sprite.opacity = 0 ; refresh_button

  end  

  

  #--------------------------------------------------------------------------

  # ● Refresh Button

  #--------------------------------------------------------------------------         

  def refresh_button

      return if @sprite == nil

      @sprite.bitmap.clear

      @chain_command.each_with_index do |i, index|

         command_list_check(i) 

         bitmap_src_rect = Rect.new(@com * @image_cw, 0, @image_cw, @image_ch)

         if @com_index == index

            @sprite.bitmap.blt(index * (@image_cw + 5) , 0, @image, bitmap_src_rect)

         else

            @sprite.bitmap.blt(index * (@image_cw + 5) , @image_ch, @image, bitmap_src_rect)

         end     

      end  

      @new_x = BUTTON_POSITION[0] - ((@image_cw + 5) * @com_index) 

  end

 

  #--------------------------------------------------------------------------

  # ● Dispose

  #--------------------------------------------------------------------------        

  def dispose

      dispose_background ; dispose_layout ; dispose_buttons ; dispose_meter

      dispose_flash ; dispose_name ; dispose_icon_sprite      

  end

  

  #--------------------------------------------------------------------------

  # ● Dispose Background

  #--------------------------------------------------------------------------          

  def dispose_background

      return if @background == nil

      @background.dispose ; @background = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Dispose Icon Sprite

  #--------------------------------------------------------------------------        

  def dispose_icon_sprite

      return if @icon_sprite == nil

      @icon_sprite.bitmap.dispose ; @icon_sprite.dispose ; @icon_sprite = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Dispose Name

  #--------------------------------------------------------------------------        

  def dispose_name

      return if @skill_name == nil

      @skill_name.bitmap.dispose ; @skill_name.dispose ; @skill_name = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Dispose Flash

  #--------------------------------------------------------------------------            

  def dispose_flash

      return if @flash == nil

      @flash.bitmap.dispose ; @flash.dispose ; @flash = nil

  end    

  

  #--------------------------------------------------------------------------

  # ● Dispose Meter

  #--------------------------------------------------------------------------            

  def dispose_meter

      return if @meter_sprite == nil

      @meter_sprite.bitmap.dispose ; @meter_sprite.dispose ; @meter_sprite = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Dispose Buttons

  #--------------------------------------------------------------------------         

  def dispose_buttons

      return if @sprite == nil

      @sprite.bitmap.dispose ; @sprite.dispose ; @sprite = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Dispose Layout

  #--------------------------------------------------------------------------            

  def dispose_layout

      return if @layout == nil

      @layout.dispose ; @layout = nil

  end  

  

  #--------------------------------------------------------------------------

  # ● Update

  #--------------------------------------------------------------------------        

  def update

      if @end and @sprite.x == @new_x

         update_flash ; update_background ; update_end

         return 

      end

      update_background ; update_timer ; update_command ; update_slide_command

      update_meter ; update_flash ; update_opacity

  end

  

  #--------------------------------------------------------------------------

  # ● Update Opacity

  #--------------------------------------------------------------------------          

  def update_opacity 

      return if @sprite.opacity == nil

      @sprite.opacity += 10 ; @layout.opacity += 10 

      @meter_sprite.opacity += 10 ; @skill_name.opacity += 10

      @background.opacity += 10 ; @icon_sprite.opacity += 10   

  end

    

  #--------------------------------------------------------------------------

  # ● Update End

  #--------------------------------------------------------------------------          

  def update_end

      fs = 6 ; @icon_sprite.opacity -= fs ; @background.opacity -= fs

      @skill_name.opacity -= fs ; @sprite.opacity -= fs ; @layout.opacity -= fs

      @meter_sprite.opacity -= fs ; @phase = 9 if @background.opacity == 0

  end

  

  #--------------------------------------------------------------------------

  # ● Update Background

  #--------------------------------------------------------------------------          

  def update_background

      return if @background == nil

      @background.ox += BACKGROUND_SCROLL_SPEED[0]

      @background.oy += BACKGROUND_SCROLL_SPEED[1]

  end    

  

  #--------------------------------------------------------------------------

  # ● Update Flash

  #--------------------------------------------------------------------------              

  def update_flash

      return if @flash == nil or @flash.opacity == 0

      @flash.opacity -= 10

  end  

  

  #--------------------------------------------------------------------------

  # ● Update Timer

  #--------------------------------------------------------------------------          

  def update_timer

      return if @timer == 0

      @timer -= 1 ; wrong_command(1) if @timer == 0

  end

  

  #--------------------------------------------------------------------------

  # ● Update Slide Command

  #--------------------------------------------------------------------------          

  def update_slide_command

      return if @sprite == nil or @sprite.x == @new_x

      slide_speed = 5 + ((@sprite.x - @new_x).abs / 5)      

      @sprite.x -= slide_speed ; @sprite.x = @new_x if @sprite.x < @new_x

  end

  

end


#==============================================================================

# Blitz Commands

#==============================================================================

class Blitz_Commands

  

 #--------------------------------------------------------------------------

 # ● Update Command

 #--------------------------------------------------------------------------       

 def update_command

     return if @end

     if Input.trigger?(Input::X) ; check_command(0)

     elsif Input.trigger?(:Z) ; check_command(1)

     elsif Input.trigger?(:Y) ; check_command(2)

     elsif Input.trigger?(:A) ; check_command(3)

     elsif Input.trigger?(:C) ; check_command(4)

     elsif Input.trigger?(:B) ; check_command(5)

     elsif Input.trigger?(:L) ; check_command(6)

     elsif Input.trigger?(:R) ; check_command(7)        

     elsif Input.trigger?(:RIGHT) ; check_command(8)

     elsif Input.trigger?(:LEFT) ; check_command(9)

     elsif Input.trigger?(:DOWN) ; check_command(10)

     elsif Input.trigger?(:UP) ; check_command(11)

     end   

 end  

   

 #--------------------------------------------------------------------------

 # ● command_list_check

 #--------------------------------------------------------------------------       

 def command_list_check(command) 

     case command

         when "A" ; @com = 0  

         when "D" ; @com = 1  

         when "S" ; @com = 2

         when "Shift" ; @com = 3

         when "Z" ; @com = 4

         when "X" ; @com = 5

         when "Q" ; @com = 6

         when "W" ; @com = 7            

         when "Right" ; @com = 8

         when "Left" ; @com = 9

         when "Down" ; @com = 10

         when "Up" ; @com = 11

         else ; @com = 12           

     end 

 end   

 

 #--------------------------------------------------------------------------

 # ● check_command

 #--------------------------------------------------------------------------            

 def check_command(com)

     if com != -1

        right_input = false

        @chain_command.each_with_index do |i, index|

        if index == @com_index

           command_list_check(i) ; right_input = true if @com == com

        end end

     else  

       command_list_check(@com_index) ; right_input = true

     end  

     if right_input 

        next_command

     else  

        wrong_command(0)

     end  

 end  

   

 #--------------------------------------------------------------------------

 # ● Next Command

 #--------------------------------------------------------------------------            

 def next_command   

     @flash.opacity = 255 ; @flash_type = 0 ; @com_index += 1   

     Audio.se_play("Audio/SE/" + RIGHT_SE, 100, 100)

     refresh_button ; refresh_flash

     if @com_index == @chain_command.size

        @end = true ; @skill_name.bitmap.clear

        @skill_name.bitmap.draw_text(0,0,200,32,BLITZ_WORDS[2].to_s,1)

        @icon_sprite.visible = false ; $game_temp.blitz_commands[0] = true

     end

 end     

 

 #--------------------------------------------------------------------------

 # ● wrong_command

 #--------------------------------------------------------------------------              

 def wrong_command(type)

     Audio.se_play("Audio/SE/" + WRONG_SE, 100, 100) ; @flash.opacity = 255

     @flash_type = 1 ;@skill_name.bitmap.clear ; @end = true

     wname = type == 0 ? BLITZ_WORDS[0] : BLITZ_WORDS[1]

     $game_temp.blitz_commands[0] = false

     @skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1)

     @icon_sprite.visible = false ; refresh_flash

 end

   

end

Comment '1'
  • ?
    네트 2014.11.22 23:21
    계속 찾아보니, 이전에 설치해둔 다른 스크립트와 충돌한 문제였습니다. : >

List of Articles
종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12389
RMVXA 특정 장소로 달려가는 이벤트를 많이 만들고 싶습니다 1 커세어리버 2014.11.24 273
RMVXA 타이머와 대화 선택지창 응용법을 알고 싶습니다. 9 file 네트 2014.11.24 541
RMVXA ●SRPGコンバータ스크립트 도주실패시 오류 님믹 2014.11.23 309
RMVX 전투 방식에 대해 1 휴론 2014.11.22 271
RMVXA 게임 창이 갑자기 늘어났어요 1 file Leonis 2014.11.21 283
RMVXA 캐릭터 생성 뭐 눌러야 생겨나죠? 2 file 꾸리꾸리 2014.11.21 319
RMVXA 퀘스트 알리미 창 계속 뜨게 하는 법 2 Leonis 2014.11.20 334
RMVXA 전투 스크립트 에러 질문입니다. 1 file 네트 2014.11.19 367
RMVX 스위치가 켜지면 나타나는 캐릭터 1 휴론 2014.11.19 368
RMVX 안열리다가 스위치가 켜질 때 열리는 문 휴론 2014.11.19 328
RMVX 어느 지점을 지나면 혼자말 하는 방법 1 휴론 2014.11.19 542
기타 rpgvx ace게임 글씨가 너무 어두워서 보이지 않습니다 file nientette 2014.11.18 275
RMVX 선택창 질문 뉴리키 2014.11.18 241
RMXP 아이템 윗쪽으로 걸어다니게 하는거말고.. 뒷쪽으로 걸어다니게 하는법 아시는분.. 은빙 2014.11.18 325
RMVX 게임 실행 방법을 알고 싶습니다. 1 file 호룬 2014.11.18 342
RMVXA 0데미지일 때 효과음 나오도록 우켈켈박사 2014.11.17 327
RMVX 플레이어와 NPC의 자연스러운 걸음 tmdgjs9525 2014.11.17 333
RMVX 시즌별로 게임을 만드려는데 데이터베이스 연동 질문... sophist10 2014.11.17 294
RMVXA 특정 부분 혹은 캐릭터의 색상 변경에 대해 2 q평e평rq평e평 2014.11.17 324
기타 아이템 설명.... 제발 알려주세요 T_T 은빙 2014.11.17 334
Board Pagination Prev 1 ... 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 ... 516 Next
/ 516