XP 스크립트

메세지 윈도우상에서 텍스트를 입력할 수 있게 하는 스크립트입니다.  캐릭터 이름 입력이나 패스워드 입력등으로 응용가능.  이벤트 편집에서 스크립트-> input_text(id, chars_max, 'default')로 사용.  이 스크립트를 사용하려면 Near Fantastica씨의 키보드 입력 스크립트가 필요합니다(SDK Test Bed에 포함).  물론, 한글입력은 지원하지 않습니다...

#==============================================================================
# ** Input Text Event Command
#------------------------------------------------------------------------------
# Wachunga
# Version 2.0
# 2006-05-20
#==============================================================================
=begin
 
  Version history:
 
  0.99 - original release
  1.0 - switched over to using regular variables
  2.0
  - vastly improved quality of keyboard input
    - variable-width letters
    - all characters on standard US keyboard supported (punctuation etc.)
    - added support for Delete (not just backspace), Home and End keys
    - added Capslock support
    - added cursor and Ctrl-cursor support
    - added numpad support
    - max number of displayable characters dynamically found and enforced
      (user can set lower maximum if desired)
  - added configurable sound
  - fixed bug with long input strings
  - SDK compatible

  Allows the player to input text with the keyboard in much the
  same way as the "Input Number" command. Simply enter the
  following into a call script event command:
 
  input_text(id, chars_max, 'default')
 
  where...
  id        : ID of the variable in which to store the input text, e.g. 1
                Note: leading 0's will cause problems, e.g. 008
  chars_max : (optional) max number of characters to be allowed, e.g. 10
                Note: leave blank or set as 0 for no limit
  'default' : (optional) default text to appear, e.g. 'Bob'
 
  As with the "Input Number" command, if it is directly preceded
  by a "Show Text" command and there is available space
  in the message window, the "Text Input" prompt will appear in
  the same window as the message text. Otherwise, it will appear
  in its own window.
 
  The input text can then be used as any variable,
  e.g. in messages (V[x]), conditional branches, call scripts, etc.
 
  A sample use is for passwords, riddles, and names.
 
  Note: This script requires Near Fantastica's Keyboard Input Module version 5
  (http://www.rmxp.org/forums/local_links.php?catid=31&linkid=493) and
  the SDK (http://www.rmxp.org/forums/showthread.php?t=1802).
 
  Some keycodes assume the US standard keyboard. See the MSDN library's
  virtual keycodes reference for complete details:
  http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/
  WindowsUserInterface/UserInput/VirtualKeyCodes.asp
 
=end

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Input Text Event Command', 'Wachunga', 2.0, '2006-05-20')

if not SDK.state('Keyboard Input')
  p 'Keyboard Input script not found'
  SDK.disable("Input Text Event Command")
  p 'Input Text Event Command script disabled'
end

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Input Text Event Command') == true

#------------------------------------------------------------------------------
# configurable sound mode
# 0 - no extra sounds
# 1 - typing and deleting sounds
$input_text_sound_mode = 1
#------------------------------------------------------------------------------

module Keyboard
  @lock = []
  Del = 46
  Tilde = 192
  Forwardslash = 220
  Ctrl = 17
  Capslock = 20
  End = 35
  Home = 36
  Left = 37
  Right = 39

  # Note: original Numberpad constants in Keyboard Input Module are off
  Numpad = {}
  Numpad[0] = 96
  Numpad[1] = 97
  Numpad[2] = 98
  Numpad[3] = 99
  Numpad[4] = 100
  Numpad[5] = 101
  Numpad[6] = 102
  Numpad[7] = 103
  Numpad[8] = 104
  Numpad[9] = 105

  # trick to alias module method
  class << self
    alias wachunga_itec_Keyboard_update update
  end

  def Keyboard.testlock(key)
    State.call(key) & 0x01 == 1
  end
 
  def Keyboard.update
    wachunga_itec_Keyboard_update
    @lock.push(Keyboard::Capslock) if Keyboard.testlock(Keyboard::Capslock)
    @keys.push(Keyboard::Del) if Keyboard.testkey(Keyboard::Del)
    @keys.push(Keyboard::Tilde) if Keyboard.testkey(Keyboard::Tilde)
    if Keyboard.testkey(Keyboard::Forwardslash)
      @keys.push(Keyboard::Forwardslash)
    end
    @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
    @keys.push(Keyboard::Capslock) if Keyboard.testkey(Keyboard::Capslock)
    @keys.push(Keyboard::End) if Keyboard.testkey(Keyboard::End)
    @keys.push(Keyboard::Home) if Keyboard.testkey(Keyboard::Home)
    @keys.push(Keyboard::Left) if Keyboard.testkey(Keyboard::Left)
    @keys.push(Keyboard::Right) if Keyboard.testkey(Keyboard::Right)
    for key in Keyboard::Numpad.values
      @keys.push(key) if Keyboard.testkey(key)
    end
    @pressed.push(Keyboard::Del) if Keyboard.getstate(Keyboard::Del)
    @pressed.push(Keyboard::Tilde) if Keyboard.getstate(Keyboard::Tilde)
    if Keyboard.getstate(Keyboard::Forwardslash)
      @pressed.push(Keyboard::Forwardslash)
    end
    @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
    @pressed.push(Keyboard::Capslock) if Keyboard.getstate(Keyboard::Capslock)
    @pressed.push(Keyboard::End) if Keyboard.getstate(Keyboard::End)
    @pressed.push(Keyboard::Home) if Keyboard.getstate(Keyboard::Home)
    @pressed.push(Keyboard::Left) if Keyboard.getstate(Keyboard::Left)
    @pressed.push(Keyboard::Right) if Keyboard.getstate(Keyboard::Right)
    for key in Keyboard::Numpad.values
      @pressed.push(key) if Keyboard.getstate(key)
    end
  end
 
  def Keyboard.lock?(key)
    return true if @lock.include?(key)
    return false
  end
end

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

class Game_Temp
 
  attr_accessor :text_input_start      # opening line
  attr_accessor :text_input_variable_id # variable ID
  attr_accessor :text_input_chars_max  # max chars

  alias input_text_init initialize
  def initialize
    input_text_init
    @text_input_start = 99
    @text_input_variable_id = 0
    @text_input_chars_max = 0
  end
end

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

class Window_Message < Window_Selectable

 alias input_text_dispose dispose
 def dispose
  if @input_text_window != nil
    @input_text_window.dispose
  end
  input_text_dispose
 end
 
 alias input_text_tm terminate_message
 def terminate_message
  input_text_tm
  $game_temp.text_input_start = 99
  $game_temp.text_input_variable_id = 0
  $game_temp.text_input_chars_max = 0
 end

 alias input_text_refresh refresh
 def refresh
  input_text_refresh
  if $game_temp.text_input_variable_id > 0
    chars_max = $game_temp.text_input_chars_max
    text = $game_variables[$game_temp.text_input_variable_id]
    if text == 0 then text = nil end
    # create the window
    @input_text_window = Window_InputText.new(chars_max, text)
    @input_text_window.x = self.x + 4
    @input_text_window.y = self.y + $game_temp.text_input_start * 32
  end
 end

 def update
  super
  if @fade_in
    self.contents_opacity += 24
    if @input_number_window != nil
      @input_number_window.contents_opacity += 24
    end
#------------------------------------------------------------------------------
# Begin Input Text Event Command Edit
#------------------------------------------------------------------------------
    if @input_text_window != nil
      @input_text_window.contents_opacity += 24
    end
#------------------------------------------------------------------------------
# End Input Text Event Command Edit
#------------------------------------------------------------------------------
    if self.contents_opacity == 255
      @fade_in = false
    end
    return
  end
  if @input_number_window != nil
    @input_number_window.update
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      $game_variables[$game_temp.num_input_variable_id] =
        @input_number_window.number
      $game_map.need_refresh = true
      @input_number_window.dispose
      @input_number_window = nil
      terminate_message
    end
    return
  end
#------------------------------------------------------------------------------
# Begin Input Text Event Command Edit
#------------------------------------------------------------------------------
  if @input_text_window != nil
    @input_text_window.update
    if Keyboard.trigger?(Keyboard::Enter)
      $game_system.se_play($data_system.decision_se)
      # save the input text in the hash
      $game_variables[$game_temp.text_input_variable_id] =
        @input_text_window.text.to_s.strip
      $game_map.need_refresh = true
      @input_text_window.dispose
      @input_text_window = nil
      terminate_message
    end
    return
  end
#------------------------------------------------------------------------------
# End Input Text Event Command Edit
#------------------------------------------------------------------------------
  if @contents_showing
    if $game_temp.choice_max == 0
      self.pause = true
    end
    if Input.trigger?(Input::B)
      if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
        $game_system.se_play($data_system.cancel_se)
        $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
        terminate_message
      end
    end
    if Input.trigger?(Input::C)
      if $game_temp.choice_max > 0
        $game_system.se_play($data_system.decision_se)
        $game_temp.choice_proc.call(self.index)
      end
      terminate_message
    end
    return
  end
  if @fade_out == false and $game_temp.message_text != nil
    @contents_showing = true
    $game_temp.message_window_showing = true
    reset_window
    refresh
    Graphics.frame_reset
    self.visible = true
    self.contents_opacity = 0
    if @input_number_window != nil
      @input_number_window.contents_opacity = 0
    end
#------------------------------------------------------------------------------
# Begin Input Text Event Command Edit
#------------------------------------------------------------------------------
    if @input_text_window != nil
      @input_text_window.contents_opacity = 0
    end
#------------------------------------------------------------------------------
# End Input Text Event Command Edit
#------------------------------------------------------------------------------
    @fade_in = true
    return
  end
  if self.visible
    @fade_out = true
    self.opacity -= 48
    if self.opacity == 0
      self.visible = false
      @fade_out = false
      $game_temp.message_window_showing = false
    end
    return
  end
 end
 
end

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

class Interpreter

  # Show message
  def command_101
  if $game_temp.message_text != nil
    return false
  end
  @message_waiting = true
  $game_temp.message_proc = Proc.new { @message_waiting = false }
  $game_temp.message_text = @list[@index].parameters[0] + "n"
  line_count = 1
  loop do
    if @list[@index+1].code == 401
      $game_temp.message_text += @list[@index+1].parameters[0] + "n"
      line_count += 1
    else
      if @list[@index+1].code == 102
        if @list[@index+1].parameters[0].size <= 4 - line_count
          @index += 1
          $game_temp.choice_start = line_count
          setup_choices(@list[@index].parameters)
        end
      elsif @list[@index+1].code == 103
        if line_count < 4
          @index += 1
          $game_temp.num_input_start = line_count
          $game_temp.num_input_variable_id = @list[@index].parameters[0]
          $game_temp.num_input_digits_max = @list[@index].parameters[1]
        end
#------------------------------------------------------------------------------
# Begin Input Text Event Command Edit
#------------------------------------------------------------------------------
      elsif @list[@index+1].code == 355 # call script
        if line_count < 4 and
            @list[@index+1].parameters[0].include?('input_text')
          @index += 1
          $game_temp.text_input_start = line_count
          command_355
        end
#------------------------------------------------------------------------------
# End Input Text Event Command Edit
#------------------------------------------------------------------------------
      end
      return true
    end
    @index += 1
  end
  end
 
  #----------------------------------------------------------------------------
  # * Input Text (to be called by Script... event command)
  #    id        : ID of the variable in which to store the input text, e.g. 1
  #                  Note: leading 0's will cause problems, e.g. 008
  #    chars_max : (optional) max number of characters to be allowed, e.g. 10
  #                  Note: leave blank or set as 0 for no limit
  #    default  : (optional) default text to appear, e.g. 'Bob'
  #----------------------------------------------------------------------------
  def input_text(id, chars_max=0, default=nil)
  # check to see if in own window
  if $game_temp.text_input_start == 99
    # only do below if in its own window
    if $game_temp.message_text != nil
      return false
    end
    @message_waiting = true
    $game_temp.message_proc = Proc.new { @message_waiting = false }
    $game_temp.message_text = ''
    $game_temp.text_input_start = 0
  end
  $game_temp.text_input_variable_id = id
  $game_temp.text_input_chars_max = chars_max
  $game_variables[$game_temp.text_input_variable_id] = default
  return true   
  end

end

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

class Scene_Map
 
  def main_loop
    # Update game screen
    Graphics.update
    # Update input information
#------------------------------------------------------------------------------
# Start Input Text Event Command Edit
#------------------------------------------------------------------------------
    Keyboard.update # can't alias here: Input.update ruins GetAsyncKeyState
#------------------------------------------------------------------------------
# End Input Text Event Command Edit
#------------------------------------------------------------------------------
    Input.update
    # Frame update
    update
  end
end

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

#==============================================================================
# ** Window_InputText
#------------------------------------------------------------------------------
#  This window is for inputting text and is used within the
#  message window.
#==============================================================================
class Window_InputText < Window_Base
 
  attr_reader :text

  # maximum length of input text (in pixels)
  MAX_WIDTH = 448
  CURSOR_WIDTH = 2
 
  #----------------------------------------------------------------------------
  # * Object Initialization
  #    chars_max : max number of characters (0 is infinite)
  #    default  : (optional) default text to appear, e.g. 'Bob'
  #----------------------------------------------------------------------------
  def initialize(chars_max=0, default=nil)
  @chars_max = (chars_max == 0 ? 1000 : chars_max)
  @char_widths = calculate_char_widths
  @cursor_width = CURSOR_WIDTH
  super(0, 0, 480, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.z += 9999
  self.opacity = 0
  @cursor_x = 0
  @text = Array.new
  if default != nil
    for i in 0...default.size
      @text[i] = default[i].chr
      @cursor_x += @char_widths[@text[i]]
    end
    @index = @text.size
  else
    @index = 0
  end
  @last_text = @text.clone
  refresh
  update_cursor_rect
  end
 
  #----------------------------------------------------------------------------
  # * Character Width Calculation
  #----------------------------------------------------------------------------
  def calculate_char_widths
    widths = {}
    dummy_bitmap = Bitmap.new(32, 32)
    for i in 32..126 # ASCII values
      widths[i.chr] = dummy_bitmap.text_size(i.chr).width
    end
    dummy_bitmap.dispose
    # text_size() is inaccurate in some cases, so manually adjust
    widths['f'] += 2
    widths['A'] += 1
    widths['a'] += 1
    widths['V'] += 1
    widths['v'] += 1
    widths['M'] += 1
    widths['W'] += 1
    widths['w'] += 1
    widths['y'] += 1
    widths['/'] += 1
    widths['\'] += 1
    return widths
  end
 
  #----------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #----------------------------------------------------------------------------
  def update_cursor_rect
  self.cursor_rect.set(@cursor_x, 0, @cursor_width, 32)
  end
 
  #----------------------------------------------------------------------------
  # * Character Addition
  #    character - character to be displayed
  #----------------------------------------------------------------------------
  def add(character)
    if @total_width + @char_widths[character] <= MAX_WIDTH and
        @text.size < @chars_max
      if $input_text_sound_mode == 1
        $game_system.se_play($data_system.cursor_se)
      end
      @text.size.downto(@index+1) do |i|
        @text[i] = @text[i-1]
      end
      @text[@index] = character
      @index += 1
      @cursor_x += @char_widths[character]
    else
      $game_system.se_play($data_system.cancel_se)
    end
  end
 
  #----------------------------------------------------------------------------
  # * Frame Update
  #----------------------------------------------------------------------------
  def update
    super
    if Keyboard.trigger?(Keyboard::Back) # backspace key
      if @index == 0
        $game_system.se_play($data_system.cancel_se)
      else
        if $input_text_sound_mode == 1
          $game_system.se_play($data_system.cursor_se)
        end
        @index -= 1
        @cursor_x -= @char_widths[@text[@index]]
        @text[@index] = nil
        @text.compact!
      end
    end
    if Keyboard.trigger?(Keyboard::Del) # delete key
      if @index == @text.size
        $game_system.se_play($data_system.cancel_se)
      else
        if $input_text_sound_mode == 1
          $game_system.se_play($data_system.cursor_se)
        end
        @text[@index] = nil
        @text.compact!
      end
    end
    if Keyboard.trigger?(Keyboard::End)
      @index = @text.size
      @cursor_x = @total_width
      update_cursor_rect
    end
    if Keyboard.trigger?(Keyboard::Home)
      @index = @cursor_x = 0
      update_cursor_rect
    end
    if Keyboard.trigger?(Keyboard::Right)
      if @index < @text.size
        if not Keyboard.pressed?(Keyboard::Ctrl)
          # regular cursor movement (one letter)
          @index += 1
          @cursor_x += @char_widths[@text[@index-1]]
        else
          # Ctrl-cursor movement (next word)
          # scan right until beginning of new word found
          space_found = false
          target = -1
          x = 0
          for i in @index...@text.size
            x += @char_widths[@text[i]]
            if space_found == false
              if @text[i] == ' '
                space_found = true
              end
            else
              if @text[i] != ' '
                target = i
                x -= @char_widths[@text[i]]
                break
              end
            end
          end
          if target != -1
            # a new word was found
            @index = target
            @cursor_x += x
          else
            # jump to end of input
            @index = @text.size
            @cursor_x = @total_width
          end
        end
        update_cursor_rect
      end
    end
    if Keyboard.trigger?(Keyboard::Left)
      if @index != 0
        if not Keyboard.pressed?(Keyboard::Ctrl)
          # regular cursor movement (one letter)
          @index -= 1
          if @index == 0 then @cursor_x = 0
          else
            @cursor_x -= @char_widths[@text[@index]]
          end
        else
          # Ctrl-cursor movement (next word)
          # scan left until beginning of new word found
          non_space_found = false
          target = -1
          x = 0
          (@index-1).downto(0) do |i|
            x += @char_widths[@text[i]]
            if non_space_found == false
              if @text[i] != ' '
                non_space_found = true
              end
            else
              if @text[i] == ' '
                target = i+1
                x -= @char_widths[@text[i]]
                break
              end
            end
          end
          if target != -1
            # a new word was found
            @index = target
            @cursor_x -= x
          else
            # jump to start of input
            @index = 0
            @cursor_x = 0
          end
        end
        update_cursor_rect
      end
    end
    # Letters...
    for key in Keyboard::Letters.values
      if Keyboard.trigger?(key)
        if ( Keyboard.lock?(Keyboard::Capslock) and
            !Keyboard.pressed?(Keyboard::Shift) ) or
          ( !Keyboard.lock?(Keyboard::Capslock) and
            Keyboard.pressed?(Keyboard::Shift) )
          add(key.chr.upcase)
        else add(key.chr.downcase)
        end
      end
    end
    # Numbers...
    for key in Keyboard::Numberkeys.values
      if Keyboard.trigger?(key)
        if Keyboard.pressed?(Keyboard::Shift)
          case key
            when Keyboard::Numberkeys[0] then add(')')
            when Keyboard::Numberkeys[1] then add('!')
            when Keyboard::Numberkeys[2] then add('@')
            when Keyboard::Numberkeys[3] then add('#')
            when Keyboard::Numberkeys[4] then add('$')
            when Keyboard::Numberkeys[5] then add('%')
            when Keyboard::Numberkeys[6] then add('^')
            when Keyboard::Numberkeys[7] then add('&')
            when Keyboard::Numberkeys[8] then add('*')
            when Keyboard::Numberkeys[9] then add('(')
          end
        else
          add(key.chr)
        end
      end
    end
    # Numpad...
    for key in Keyboard::Numpad.values
      if Keyboard.trigger?(key)
        case key
          when Keyboard::Numpad[0] then add('0')
          when Keyboard::Numpad[1] then add('1')
          when Keyboard::Numpad[2] then add('2')
          when Keyboard::Numpad[3] then add('3')
          when Keyboard::Numpad[4] then add('4')
          when Keyboard::Numpad[5] then add('5')
          when Keyboard::Numpad[6] then add('6')
          when Keyboard::Numpad[7] then add('7')
          when Keyboard::Numpad[8] then add('8')
          when Keyboard::Numpad[9] then add('9')
        end
      end
    end
    if Keyboard.trigger?(Keyboard::Space)
      add(' ')
    end
    if Keyboard.trigger?(Keyboard::Tilde)
      if Keyboard.pressed?(Keyboard::Shift) then add('~')
      else add('`') end
    end
    if Keyboard.trigger?(Keyboard::Lb)
      if Keyboard.pressed?(Keyboard::Shift) then add('{')
      else add('[') end
    end
    if Keyboard.trigger?(Keyboard::Rb)
      if Keyboard.pressed?(Keyboard::Shift) then add('}')
      else add(']') end
    end
    if Keyboard.trigger?(Keyboard::Comma)
      if Keyboard.pressed?(Keyboard::Shift) then add('<')
      else add(',') end
    end
    if Keyboard.trigger?(Keyboard::Dot)
      if Keyboard.pressed?(Keyboard::Shift) then add('>')
      else add('.') end
    end
    if Keyboard.trigger?(Keyboard::Backslash)
      if Keyboard.pressed?(Keyboard::Shift) then add('?')
      else add('/') end
    end
    if Keyboard.trigger?(Keyboard::Forwardslash)
      if Keyboard.pressed?(Keyboard::Shift) then add('|')
      else add("\") end
    end
    if Keyboard.trigger?(Keyboard::Collon)
      if Keyboard.pressed?(Keyboard::Shift) then add(':')
      else add(';') end
    end
    if Keyboard.trigger?(Keyboard::Quote)
      if Keyboard.pressed?(Keyboard::Shift) then add('"')
      else add("'") end
    end
    if Keyboard.trigger?(Keyboard::Equal)
      if Keyboard.pressed?(Keyboard::Shift) then add('+')
      else add("=") end
    end
    if Keyboard.trigger?(Keyboard::Underscore)
      if Keyboard.pressed?(Keyboard::Shift) then add('_')
      else add("-") end
    end
    if (@text <=> @last_text) != 0
      @last_text = @text.clone
      refresh
    end
  end

  #----------------------------------------------------------------------------
  # * Refresh
  #----------------------------------------------------------------------------
  def refresh
  self.contents.clear
  x = 0
  for i in 0...@text.size
    width = @char_widths[@text[i]]
    self.contents.draw_text(x, 0, width, 32, @text[i], 1)
    x += width
  end
  @total_width = x
  update_cursor_rect
  end

end

#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end

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