묻고 답하기

|  question and answer

 

 일단 실행 자체는 문제가 없는데


f12를 다시 눌러서 재시작 하려면


오류가 뜨면서 게임이 꺼지는데


그래서 일일이 다시 껏다 켯다 하는 수고로움이 있는데 이거 해결할 방법이 없나요?


스크립트 겹치는거 없이 신규 프로젝트에 안티 렉 스크립트만 넣어도 이런 현상이 나타나네요








---------스크립트 내용---------------





#==============================================================================
# A N T I L A G    V X
#------------------------------------------------------------------------------
#  Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
#  Version: 1.2h
#
#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
#     for updating sprites/events that are off-screen/parallel also added
#     off-screen updating for events that are set with a specific move route.
#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
#     of static values. (Zeriab)
#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
#     instead of special ones. Changed empty array check to use proper empty?
#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
#     on multiple pages to be drawn as a sprite correctly. (eugene)
#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
#     and airship landing.
#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
#     graphics in multi-page events.
#  1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the
#     turn_ok setting passed in while the original functions didn't use it.
#  1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for
#     events (last update was just player!) and fixed bug with jump function
#     not updating location.
#  1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank
#     event from another event, or using Show Animation or Show Bubble will
#     activate the event automatically and set it to be in use. Also added two
#     new globals to allow you to choose how far off-screen updates will still
#     be performed (see below.) Also fixed efficiency loss by having several
#     math functions in the on_screen function (called constantly) and moved
#     those to initialize function instead.
#
#  This script modifies background functions, only other low-level or map
#  modification scripts should conflict.
#
#  Please credit if used, no need to ask for permission for commercial use.
#==============================================================================

# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.
#
# X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y
# direction we should update events. Default of 1 means any event one square
# off-screen will still be updated. The larger this value, the less efficiency
# you will see from the anti-lag system, however it can be used to make large
# events update instead of hang on screen.

ALLOW_SCREEN_IGNORE = true
X_OFFSCREEN_SQUARES = 1
Y_OFFSCREEN_SQUARES = 1

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pmap
  attr_reader   :emap
  attr_accessor :etilemap
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup     :setup
  def setup(map_id)
    # Run normal initialize
    pre_antilag_setup(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear Event location
  #--------------------------------------------------------------------------
  def clear_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    if @emap[loc] != nil
      @emap[loc].delete(event.id)
      # Clean up after ourselves
      @emap.delete(loc) if @emap[loc].empty?
    end
  end
  #--------------------------------------------------------------------------
  # * Set Event location
  #--------------------------------------------------------------------------
  def set_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    @emap[loc] = [] if @emap[loc] == nil
    @emap[loc].push(event.id)
  end
  #--------------------------------------------------------------------------
  # * Get array of event at designated coordinates
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_events_xy   :events_xy
  def events_xy(x, y)
    # Grab the events from the hash
    loc = x.to_s + "_" + y.to_s
    event_ids = @emap[loc]
    # Use the IDs to build an array of events
    events = []
    if event_ids != nil
      for id in event_ids
        if id == 0
          events.push($game_player)
        else
          events.push(@events[id])
        end
      end
    end
    # Return this array for the passability to use
    return events
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x    : x coordinate
  #     y    : y coordinate
  #     flag : The impassable bit to be looked up
  #            (normally 0x01, only changed for vehicles)
  #--------------------------------------------------------------------------
  alias :pre_antilag_passable?    :passable?
  def passable?(x, y, flag = 0x01)
    for event in events_xy(x, y)            # events with matching coordinates
      next if event.tile_id == 0            # graphics are not tiled
      next if event.priority_type > 0       # not [Below characters]
      next if event.through                 # pass-through state
      pass = @passages[event.tile_id]       # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    for i in [2, 1, 0]                      # in order from on top of layer
      tile_id = @map.data[x, y, i]          # get tile ID
      return false if tile_id == nil        # failed to get tile: Impassable
      pass = @passages[tile_id]             # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    if @etilemap != nil
      for i in [2, 1, 0]                      # in order from on top of layer
        tile_id = @etilemap[x, y, i]          # get tile ID
        return false if tile_id == nil        # failed to get tile: Impassable
        pass = @passages[tile_id]             # get passable attribute
        next if pass & 0x10 == 0x10           # *: Does not affect passage
        return true if pass & flag == 0x00    # o: Passable
        return false if pass & flag == flag   # x: Impassable
      end
    end
    return false                            # Impassable
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :ignore_update
  attr_reader   :ignore_sprite
  attr_reader   :ignore_location
  attr_reader   :force_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_initialize    :initialize
  def initialize
    # Run normal initialize
    pre_antilag_initialize
    # Set our ignore flag based on our event name
    @ignore_update = false
    @ignore_sprite = false
    @ignore_location = false
    @force_update = false
    @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8
    @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8
    @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8
    @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares)))
    y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares)))
    if x_range and y_range
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Jump
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  alias :pre_antilag_jump    :jump
  def jump(x_plus, y_plus)
    $game_map.clear_event_loc(self)
    pre_antilag_jump(x_plus, y_plus)
    $game_map.set_event_loc(self)
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :id
  attr_reader   :original_forced_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias :pre_antilag_event_initialize    :initialize
  def initialize(map_id, event)
    # Run normal initialize
    pre_antilag_event_initialize(map_id, event)
    # Set our ignore flag based on our event name
    decide_ignore
    @allow_screen_ignore = ALLOW_SCREEN_IGNORE
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pre_antilag_update    :update
  def update
    # Only run update if @ignore_update is false
    if update?
      pre_antilag_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update?
    # Check our logic and return if we should update
    ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore))
    return (@force_update or ignore or @move_route_forcing)
  end
  #--------------------------------------------------------------------------
  # * Event page setup
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup  :setup
  def setup(new_page)
    # Run normal setup
    pre_antilag_setup(new_page)
    # Set our forced flag if we're running as a parallel process now
    # if not, set it to our "default" set during the decide_ignore function
    if @trigger == 4 or @trigger == 3
      @force_update = true
    else
      @force_update = @original_force_update
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_type_custom   :move_type_custom
  def move_type_custom
    # Ensure the sprite has been created if it's a blank event
    # with no code on itself but someone else set a graphic on it
    if @ignore_sprite
      command = @move_route.list[@move_route_index]   # Get movement command
      case command.code
      when 41   # Change Graphic
        create_sprite if @ignore_sprite
      end
    end
    # Run the original move type custom command
    pre_antilag_move_type_custom
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #     Create a sprite for this poor event if one hasn't been made
  #--------------------------------------------------------------------------
  def create_sprite
    # Ensure ignore sprite value is set to false
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
    # Try to add a new sprite to the map
    if $scene.is_a?(Scene_Map)
      $scene.create_event_sprite(self)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #     Create a sprite for this poor event if one hasn't been made
  #--------------------------------------------------------------------------
  def clear_antilag_flags
    # Turn all the ignore values to false for one reason or another
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
  end
  #--------------------------------------------------------------------------
  # * Decide if Ignorable for Updates or Sprites
  #--------------------------------------------------------------------------
  def decide_ignore
    # Not ignore by default
    @ignore_location = false
    @ignore_sprite = true
    @ignore_update = false
    @original_force_update = false
    # Decide if we should ignore ourselves or not
    if @event.name == "IGNORE"
      @ignore_update = true
    elsif @event.pages.size == 1
      if @list != nil
        if @list.size == 1
          if @character_name == "" or @tile_id != 0
            @ignore_update = true
          end
        end
      end
    end
    # Check if we'll ever need a sprite
    tiles = []
    for page in @event.pages
      # Check for single-tile events
      if page.graphic.tile_id != 0
        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)
        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1
          @ignore_sprite = false
          @ignore_location = false
        end
      end
      # Check for character graphic instead
      if page.graphic.character_name != ""
        @ignore_sprite = false
        @ignore_location = false
      end
      # Check all pages for code to run
      if page.list.size > 1
        for item in page.list
          if item.code != 108
            @ignore_location = false
          end
        end
      end
    end
    # Check to see if we have any tiles and a no initial page
    if @list == nil and tiles.size > 0
      @ignore_sprite = false
      @ignore_location = false
    end
    # Force tags
    if @event.name.include?("DOSPRITE")
      @ignore_sprite = false
    end
    if @event.name.include?("DOLOC")
      @ignore_location = false
    end
    if @event.name.include?("DOUPDATE")
      @ignore_update = false
      @force_update = true
      @original_force_update = true
    end
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end


#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Priority Type
  #--------------------------------------------------------------------------
  def priority_type
    return 1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def trigger
    return -1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def triggers
    return []
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def tile_id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_airship_land_ok?   :airship_land_ok?
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    # Check all events to ensure only the player is there
    for event in $game_map.events_xy(x, y)
      if event != $game_player
        return false
      end
    end
    return true       # Can land
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left
  def move_lower_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left
  def move_upper_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right
  def move_lower_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right
  def move_upper_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Sprite
  #       :event - The event to give to the spriteset to make a sprite for
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Tell the spriteset to make the sprite for the event
    @spriteset.create_event_sprite(event)
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_characters    :create_characters
  def create_characters
    @character_sprites = []
    for i in $game_map.events.keys.sort
      unless $game_map.events[i].ignore_sprite
        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
        @character_sprites.push(sprite)
      end
    end
    for vehicle in $game_map.vehicles
      sprite = Sprite_Character.new(@viewport1, vehicle)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Check if we can find a sprite already created for the event
    found = false
    for sprite in @character_sprites
      found = true if sprite.character == event
    end
    # If we didn't find one create it
    if not found
      @character_sprites.push(Sprite_Character.new(@viewport1, event))
    end
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_tilemap   :create_tilemap
  def create_tilemap
    # Normal tilemap creation
    pre_antilag_create_tilemap
    # Add the new tilemap!
    @etilemap = Tilemap.new(@viewport1)
    @etilemap.bitmaps[0] = Cache.system("TileA1")
    @etilemap.bitmaps[1] = Cache.system("TileA2")
    @etilemap.bitmaps[2] = Cache.system("TileA3")
    @etilemap.bitmaps[3] = Cache.system("TileA4")
    @etilemap.bitmaps[4] = Cache.system("TileA5")
    @etilemap.bitmaps[5] = Cache.system("TileB")
    @etilemap.bitmaps[6] = Cache.system("TileC")
    @etilemap.bitmaps[7] = Cache.system("TileD")
    @etilemap.bitmaps[8] = Cache.system("TileE")
    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)
    # Add only events that are not "above" character
    for event in $game_map.events.values
      if event.tile_id > 0 and event.priority_type < 2 and event.ignore_sprite
        emap[event.x, event.y, 1] = event.tile_id
      end
    end
    @etilemap.map_data = emap
    $game_map.etilemap = emap
  end
  #--------------------------------------------------------------------------
  # * Dispose of Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_dispose_tilemap    :dispose_tilemap
  def dispose_tilemap
    # Normal dispose
    pre_antilag_dispose_tilemap
    # Dispose of new event tilemap
    @etilemap.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_tilemap   :update_tilemap
  def update_tilemap
    # Normal update
    pre_antilag_update_tilemap
    # Work with new event tilemap
    @etilemap.ox = $game_map.display_x / 8
    @etilemap.oy = $game_map.display_y / 8
    @etilemap.update
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_characters  :update_characters
  def update_characters
    for sprite in @character_sprites
      sprite.update if sprite.character.on_screen
    end
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_212    :command_212
  def command_212
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_212
  end
  #--------------------------------------------------------------------------
  # * Show Balloon Icon
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_213    :command_213
  def command_213
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_213
  end
end



----------끝--------------

 

 

 

■ 질문전 필독!
  • 질문할 내용이 이 게시판이나 강좌에 이미 있는지 확인합니다.
  • 하나의 게시물에는 하나의 질문만 합니다.
  • 제목은 질문의 핵심 내용으로 작성합니다.
  • 질문 내용은 답변자가 쉽게 이해할 수 있도록 최대한 상세하게 작성합니다.
  • 스크립트의 전문이 필요할 경우 txt 파일 등으로 첨부해 주시기 바랍니다.
  • 답변받은 게시물은 삭제하지 않습니다.
  • 답변이 완료된 경우 해당 답변해주신 분들께 감사의 댓글을 달아줍니다.
    • 처음 오신 분들은 공지 게시물을 반드시 읽어주세요!

※ 미준수시 사전경고 없이 게시물을 삭제합니다.


묻고 답하기

question and answer

List of Articles
분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 10074
RMMV MV 이벤트 질문좀 드리고싶어서 글을 올렸습니다. 1 독재자헤르모드 2017.05.26 51
RMMV 문 유지하는 법 2 송캠 2017.05.27 79
RMVXA 아이템을만들었는데 퀘스트할때 아무아이템이나 선택해도 다 진행이되요... 4 file 캬하학 2017.05.18 79
RMMV 노트북에 MV를 깔았는데 화면이 하얗게 되서는 아무것도 안나옵니다. file 만죠메군 2017.05.26 54
RMMV RPG MV에서 적 케릭터 SV전투애니메이션은 어떻게 설정하는건가요? 2 file 만죠메군 2017.05.26 68
RMMV 전투 중 캐릭터칩을 임의로 이동시킬 방법이 있나요? 1 잠행인 2016.07.20 57
기타 쯔꾸르 게임을 60프레임으로 플레이하는 방법? 3 파치리스 2017.05.24 137
RMMV 타이틀에 있는 옵션 어떻게 없애나요? 2 file 리제트 2015.11.01 242
RMVX 맵 밝기 조절을 어떻게 하나요? 1 Akakaze 2017.05.23 40
RMMV 투명 벽을 만드는 방법 4 잠행인 2017.05.22 80
툴선택 현대시대(?)타일 1 아그거뭐였지 2017.05.20 75
RMMV MV 타일셋 관련 질문 드립니다. Rashiel 2017.05.20 47
RMVX 변수를 반올림하는 방법을 알 수 있을까요? 2 아무개 2017.05.20 35
RMMV 장비 유형 통일하기. 5 Neko 2017.05.19 58
RMMV 전투 종료시 아이템 삭제 2 file 리팝이 2017.05.03 71
RMVX 안티 렉 스크립트 오류가 있어요 file 적혈귀 2017.05.18 29
RMMV 게임화면의 일부만 플레이화면으로 할당할 수 있을까요? file Mikang 2017.05.17 69
RMVXA 타일관련해서 한가지 여쭤보고싶습니다.. 2 file 고농축부추 2017.05.14 76
기타 컨스트럭트 런(게임실행) 화면 확대하는 법 KYJoon 2017.05.15 41
RMVXA VL 고딕 폰트를 갑자기 찾을 수 없다고 하네요 5 보드카짱 2017.05.13 95
Board Pagination Prev 1 ... 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 ... 409 Next
/ 409