VX 스크립트

#==========================================================================
# ● [VX] ? Neo Save System V ? □
#---------------------------------------------------------------------------
# ? Author: Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Last Updated:
# ? Version: 3.0 -> 5.0
# ? Continued support by Helladen
# ? (Screen Shot credit Wortana, Andreas21, and Cybersam)
#---------------------------------------------------------------------------
# ? Log V:
# - Screenshot support for those who want tone/weather/sprites and
# unlike NSS 1.0 the screen is now centered.
# - Added an option to stay in save screen after you save the game
#---------------------------------------------------------------------------
# ? Log IV:
# - New addition for hiding map names. You can control the switch to
# allow MAP_NO_NAME_LIST to work or not.
# - Revised some of the settings and script organization.
# - Added an option to disable the vocab::Gold text right of the number.
# - Added an option to use default opacity or not.
# - Swap tile compatibility support.
#---------------------------------------------------------------------------
# ? Log III:
# - Change back to draw tile map as screenshot. Don't need any image.
# - For drawing tile map, the characters won't show on the tile map.
#---------------------------------------------------------------------------
# ? Log II:
# - Screenshot DLL is not work with Vista Aero, so I remove it
# and use image for each map instead of screenshot.
# - Actor's level in last version (V.1) is incorrect.
#---------------------------------------------------------------------------
# ? Features:
# - Unlimited save slots, you can choose max save slot
# - Many configuration options
# - Swap tile support
# - You can use image for scene's background
# - Choose your save file's name, and folder to store save files
# - Choose to show only information you want
# - Editable text for information's title
# - Draw tile map for map that player is currently on.
# - Remove text you don't want from map's name (e.g. tags for special script)
# - Choose map that you don't want to show the name on
# - Include save confirmation window before overwrite old save
#===========================================================================

module Wora_NSS Wora_NSS
#==========================================================================
# * START NEO SAVE SYSTEM - SETUP
#--------------------------------------------------------------------------
OPACITY_DEFAULT = true # This will use the default opacity for windows
# Please note that this will affect both opacitys below
NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest)
# You can change this to 0 in case you want to use image for background
NSS_IMAGE_BG = '' # Background image file name, it must be in folder Picture
# use '' for no background
NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image

# If you use the screen shot method this does not matter
SWAP_TILE = false # Make this false if you don't use the swap_tile script
SWAP_TILE_SWITCH = 84 # The switch needs to be the same as your swap tile
# switch, but if SWAP_TILE is false it does not matter

# If this is true it will screen shot the map, if false it will draw it
SCREENSHOT_IMAGE = true # Drawing the map is good because it doesn't require
# a .DLL or images for the screen shot, but it has sprites, tone, and
# weather. You need to turn on swap tile if you have this as false.

IMAGE_FILETYPE = '.png' # Image type for screenshot
# '.bmp', or '.jpg', or '.png'

# If this is true then the scene will not change when you save the game
SCENE_CHANGE = true # Changes Scene to map if true

MAX_SAVE_SLOT = 30 # Max save slots
SLOT_NAME = '{id}째 슬롯'
# Name of the slot (show in save slots list), use {id} for slot ID
SAVE_FILE_NAME = 'Save{id}.rvdata'
# Save file name, you can also change its file type from .rvdata to other

# Use {id} for save slot ID
SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder)
SAVED_SLOT_ICON = 133 # Icon Index for saved slot

EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
EMPTY_SLOT_TEXT = 'Empty' # Text to show for empty slot's data

DRAW_GOLD = false # Draw Gold
DRAW_PLAYTIME = false # Draw Playtime
DRAW_LOCATION = true # Draw location
DRAW_FACE = true # Draw Actor's face
DRAW_LEVEL = false # Draw Actor's level
DRAW_NAME = true # Draw Actor's name
DRAW_TEXT_GOLD = false # Draw the vocab::Gold text to the right of the number

PLAYTIME_TEXT = '플레이 시간: '
GOLD_TEXT = 'Gold: '
LOCATION_TEXT = '현재 장소: '
LV_TEXT = '레벨'

MAP_NAME_TEXT_SUB = %w{}
# Text that you want to remove from map name,
# e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
MAP_NO_NAME_LIST = [2] # ID of Map that will not show map name, e.g. [1,2,3]
MAP_NO_NAME = '???' # What you will use to call the map in the no name list

# This is a switch that can activate or deactivate maps from being displayed as
# MAP_NO_NAME. If it is off then maps will return back to normal.
MAP_NO_NAME_SWITCH = 95 # This switch has to be on for MAP_NO_NAME_LIST to work

MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity)
FACE_BORDER = Color.new(0,0,0,200) # Face border color

# Save confirmation window
SFC_Text_Confirm = '리세이브' # Text to confirm to save file
SFC_Text_Cancel = '취소' # Text to cancel to save
SFC_Window_Width = 200 # Width of Confirmation Window
SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically

#-------------------------------------------------------------------------
# END NEO SAVE SYSTEM - SETUP (Edit below at your own risk)
#=========================================================================

#-------------------------------------------------------------
# Screenshot V2 by Andreas21 and Cybersam
#-------------------------------------------------------------
@screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
module_function
def self.shot(file_name)
case IMAGE_FILETYPE
when '.bmp'; typid = 0
when '.jpg'; typid = 1
when '.png'; typid = 2
end
# Get Screenshot
filename = file_name + IMAGE_FILETYPE
@screen.call(0, 0, Graphics.width, Graphics.height, filename, self.handel,
typid)
end
def self.handel
game_name = "\0" * 256
@readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return @findwindow.call('RGSS Player',game_name)
end

end

class Scene_File < Scene_Base
include Wora_NSS
attr_reader :window_slotdetail
#-------------------------------------------------------------------------
# * Start processing
#-------------------------------------------------------------------------
def start
super
create_menu_background
if NSS_IMAGE_BG != ''
@bg = Sprite.new
@bg.bitmap = Cache.picture(NSS_IMAGE_BG)
@bg.opacity = NSS_IMAGE_BG_OPACITY
end
@help_window = Window_Help.new
command = []
(1..MAX_SAVE_SLOT).each do |i|
command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
end
@window_slotdetail = Window_NSS_SlotDetail.new
@window_slotlist = Window_SlotList.new(160, command)
@window_slotlist.y = @help_window.height
@window_slotlist.height = Graphics.height - @help_window.height
if OPACITY_DEFAULT == false
@help_window.opacity = NSS_WINDOW_OPACITY
@window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
end

# Create Folder for Save file
if SAVE_PATH != ''
Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
end
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
@index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
(1..MAX_SAVE_SLOT).each do |i|
@window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
end
end
@window_slotlist.index = @index
# Draw Information
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
unless @bg.nil?
@bg.bitmap.dispose
@bg.dispose
end
@window_slotlist.dispose
@window_slotdetail.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if !@confirm_window.nil?
@confirm_window.update
if Input.trigger?(Input::C)
if @confirm_window.index == 0
determine_savefile
@confirm_window.dispose
@confirm_window = nil
else
Sound.play_cancel
@confirm_window.dispose
@confirm_window = nil
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
@confirm_window.dispose
@confirm_window = nil
end
else
update_menu_background
@window_slotlist.update
if @window_slotlist.index != @last_slot_index
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
end
@help_window.update
update_savefile_selection
end
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_decision
text1 = SFC_Text_Confirm
text2 = SFC_Text_Cancel
@confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
@confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
@confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
else
determine_savefile
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
end

#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
if SCREENSHOT_IMAGE
File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)
end
file = File.open(make_filename(@last_slot_index), "wb")
write_save_data(file)
file.close
if SCENE_CHANGE
$scene = Scene_Map.new
else
$scene = Scene_File.new(true, false, false)
end
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(make_filename(@last_slot_index), "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
#--------------------------------------------------------------------------
# * Confirm Save File
#--------------------------------------------------------------------------
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @last_slot_index
end
#--------------------------------------------------------------------------
# * Create Filename
# file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
end
#--------------------------------------------------------------------------
# * Select File With Newest Timestamp
#--------------------------------------------------------------------------
def latest_file_index
latest_index = 0
latest_time = Time.at(0)
(1..MAX_SAVE_SLOT).each do |i|
file_name = make_filename(i - 1)
next if !@window_slotdetail.file_exist?(i)
file_time = File.mtime(file_name)
if file_time > latest_time
latest_time = file_time
latest_index = i - 1
end
end
return latest_index
end

class Window_SlotList < Window_Command
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
icon_index = 0
self.contents.clear_rect(rect)
if $scene.window_slotdetail.file_exist?(index + 1)
icon_index = Wora_NSS::SAVED_SLOT_ICON
else
icon_index = Wora_NSS::EMPTY_SLOT_ICON
end
if !icon_index.nil?
rect.x -= 4
draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
rect.x += 26
rect.width -= 20
end
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end

def cursor_down(wrap = false)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end

def cursor_up(wrap = false)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
end

class Window_NSS_SlotDetail < Window_Base
include Wora_NSS
def initialize
super(160, 56, 384, 360)
@data = []
@exist_list = []
@bitmap_list = {}
@map_name = []
end

def dispose
dispose_tilemap
super
end

def draw_data(slot_id)
contents.clear # 352, 328
dispose_tilemap
load_save_data(slot_id) if @data[slot_id].nil?
if @exist_list[slot_id]
save_data = @data[slot_id]
# DRAW SCREENSHOT
contents.fill_rect(0,30,352,160, MAP_BORDER)
if SCREENSHOT_IMAGE
if save_data['ss']
bitmap = get_bitmap(save_data['ss_path'])
rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
contents.blt(2,32,bitmap,rect)
end
else
if SWAP_TILE and $game_switches[SWAP_TILE_SWITCH]
create_swaptilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
save_data['gamemap'].display_y)
else
create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
save_data['gamemap'].display_y)
end
end
if DRAW_GOLD
# DRAW GOLD
gold_textsize = contents.text_size(save_data['gamepar'].gold).width
goldt_textsize = contents.text_size(GOLD_TEXT).width
contents.font.color = system_color
contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
contents.font.color = normal_color
contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
if DRAW_TEXT_GOLD == false
gold_textsize = 0
goldt_textsize = 0
else
contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)
end
end
if DRAW_PLAYTIME
# DRAW PLAYTIME
hour = save_data['total_sec'] / 60 / 60
min = save_data['total_sec'] / 60 % 60
sec = save_data['total_sec'] % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
pt_textsize = contents.text_size(PLAYTIME_TEXT).width
ts_textsize = contents.text_size(time_string).width
contents.font.color = system_color
contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
pt_textsize, WLH, PLAYTIME_TEXT)
contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
end
if DRAW_LOCATION
# DRAW LOCATION
lc_textsize = contents.text_size(LOCATION_TEXT).width
mn_textsize = contents.text_size(save_data['map_name']).width
contents.font.color = system_color
contents.draw_text(0, 190, contents.width, WLH, LOCATION_TEXT)
contents.font.color = normal_color
contents.draw_text(lc_textsize, 190, contents.width, WLH, save_data['map_name'])
end
# DRAW FACE & Level & Name
save_data['gamepar'].members.each_index do |i|
actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
face_x_base = (i*80) + (i*8)
face_y_base = 216
lvn_y_plus = 10
lv_textsize = contents.text_size(actor.level).width
lvt_textsize = contents.text_size(LV_TEXT).width
if DRAW_FACE
# Draw Face
contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
draw_face(actor.face_name, actor.face_index, face_x_base + 2,
face_y_base + 2, 80)
end
if DRAW_LEVEL
# Draw Level
contents.font.color = system_color
contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
contents.font.color = normal_color
contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
end
if DRAW_NAME
# Draw Name
contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
WLH, actor.name, 1)
end
end
else
contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
end
end

def load_save_data(slot_id)
file_name = make_filename(slot_id)
if file_exist?(slot_id) or FileTest.exist?(file_name)
@exist_list[slot_id] = true
@data[slot_id] = {}
# Start load data
file = File.open(file_name, "r")
@data[slot_id]['time'] = file.mtime
@data[slot_id]['char'] = Marshal.load(file)
@data[slot_id]['frame'] = Marshal.load(file)
@data[slot_id]['last_bgm'] = Marshal.load(file)
@data[slot_id]['last_bgs'] = Marshal.load(file)
@data[slot_id]['gamesys'] = Marshal.load(file)
@data[slot_id]['gamemes'] = Marshal.load(file)
@data[slot_id]['gameswi'] = Marshal.load(file)
@data[slot_id]['gamevar'] = Marshal.load(file)
@data[slot_id]['gameselfvar'] = Marshal.load(file)
@data[slot_id]['gameactor'] = Marshal.load(file)
@data[slot_id]['gamepar'] = Marshal.load(file)
@data[slot_id]['gametro'] = Marshal.load(file)
@data[slot_id]['gamemap'] = Marshal.load(file)
@data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
if SCREENSHOT_IMAGE
@data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
@data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
end
@data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
file.close
else
@exist_list[slot_id] = false
@data[slot_id] = -1
end
end

def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
end

def file_exist?(slot_id)
return @exist_list[slot_id] if !@exist_list[slot_id].nil?
@exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
return @exist_list[slot_id]
end

def get_bitmap(path)
if !@bitmap_list.include?(path)
@bitmap_list[path] = Bitmap.new(path)
end
return @bitmap_list[path]
end

def get_mapname(map_id)
if @map_data.nil?
@map_data = load_data("Data/MapInfos.rvdata")
end
if @map_name[map_id].nil?
if MAP_NO_NAME_LIST.include?(map_id) and $game_switches[MAP_NO_NAME_SWITCH]
@map_name[map_id] = MAP_NO_NAME
else
@map_name[map_id] = @map_data[map_id].name
end
MAP_NAME_TEXT_SUB.each_index do |i|
@map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
@mapname = @map_name[map_id]
end
end
return @map_name[map_id]
end

def create_tilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)
@tilemap.bitmaps[0] = Cache.system("TileA1")
@tilemap.bitmaps[1] = Cache.system("TileA2")
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[4] = Cache.system("TileA5")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
end

def create_swaptilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)

tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil
tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil
tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil
tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil
tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil
tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil
tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil
tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil
tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil

if $tileA1 != nil
@tilemap.bitmaps[0] = tile1
else
@tilemap.bitmaps[0] = Cache.system("TileA1")
end

if $tileA2 != nil
@tilemap.bitmaps[1] = tile2
else
@tilemap.bitmaps[1] = Cache.system("TileA2")
end

if $tileA3 != nil
@tilemap.bitmaps[2] = tile3
else
@tilemap.bitmaps[2] = Cache.system("TileA3")
end

if $tileA4 != nil
@tilemap.bitmaps[3] = tile4
else
@tilemap.bitmaps[3] = Cache.system("TileA4")
end

if $tileA5 != nil
@tilemap.bitmaps[4] = tile5
else
@tilemap.bitmaps[4] = Cache.system("TileA5")
end

if $tileB != nil
@tilemap.bitmaps[5] = tile6
else
@tilemap.bitmaps[5] = Cache.system("TileB")
end

if $tileC != nil
@tilemap.bitmaps[6] = tile7
else
@tilemap.bitmaps[6] = Cache.system("TileC")
end

if $tileD != nil
@tilemap.bitmaps[7] = tile8
else
@tilemap.bitmaps[7] = Cache.system("TileD")
end

if $tileE != nil
@tilemap.bitmaps[8] = tile9
else
@tilemap.bitmaps[8] = Cache.system("TileE")
end

@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
end

def dispose_tilemap
unless @tilemap.nil?
@tilemap.dispose
@tilemap = nil
end
end
end
end

class Scene_Title < Scene_Base
def check_continue
file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
@continue_enabled = (Dir.glob(file_name).size > 0)
end
end

class Scene_Map < Scene_Base
alias wora_nss_scemap_ter terminate
def terminate
Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
wora_nss_scemap_ter
end
end
#======================================================================
# END - NEO SAVE SYSTEM by Woratana
#======================================================================

 

 

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193 기타 세이브 포인트 2 비극ㆍ 2010.04.19 2518
192 저장 세이브/로드가 불가능한 스크립트!!! 9 file ~AYARSB~ 2010.03.08 3298
191 메시지 소설풍(노벨풍) 문자 스크립트 31 file 맛난호빵 2011.01.03 5551
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189 기타 스크린샷 기능 14 비극ㆍ 2010.04.19 2090
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187 기타 스크립트로 커먼 이벤트 실행 [수정] 3 허걱 2009.08.17 2311
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185 상점 스킬 샾 스크립트 2.0 48 아방스 2008.03.05 6628
184 전투 스킬 커맨드 스크립트 16 아방스 2009.02.05 4535
183 스킬 스킬 필요 조건(번역) 23 file 훈덕 2009.02.03 4644
182 스킬 스킬 필요조건에 살짝 손대봤습니다. -- 수정 18 아이미르 2011.03.23 2499
181 스킬 스킬, 아이템 적아 구분 없이 쓰기 10 file EuclidE 2011.10.16 2900
180 스킬 스킬북으로 스킬 레벨업!, 'SW_BookSkill' by SiotWarrior(재수정) 21 file 시옷전사 2011.05.15 2817
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