VX 스크립트

흠...... 이 스크립트는 포켓 하우스에서 퍼온것임니다

간단한 설명....

메뉴에 들어가면 끝내기인가 그것이 사라지고 system이라는

메뉴가 생깁니다. 그곳에서 타이틀로 돌아갈 수 있고

볼륨 조절, 자동 대쉬, 메인메뉴로 돌아갈수 있습니다.

여기부터 시작

#===============================================================================
#
# Yanfly Engine Zealous - Menu System Options
# Last Date Updated: 2010.01.09
# Level: Normal
#
# The "End Game" option is possibly the most useless function in RPG Maker VX
# games. Not only does it have little functionality but its functions can be
# reproduced by Alt+F4 and F12. This script replaces "End Game" with a new menu
# altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.01.09 - Removed dashing properties from script and ported them to
#                YEZ Extended Movement instead.
# o 2010.01.07 - Window Hash updated to include font settings.
# o 2009.12.11 - Commands Update. Made easier to identify command items.
# o 2009.12.07 - Started Script and Finished.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# 1. Scroll down, adjust the various Switches and Variable values to something
#    empty or predetermined.
# 2. Make a "Windows" folder in your project's "Graphics" folder. Insert the
#    window skins you want to use there and adjust the WINDOW_HASH accordingly.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Works With: YEZ Battle Engine Zealous
# - Overwrites: All of Scene_End, Game_Player: update_move
# -----------------------------------------------------------------------------
# Note: This script may not work with former Yanfly Engine ReDux scripts.
#       Use Yanfly Engine Zealous scripts to work with this if available.
#===============================================================================

$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true

module YEZ
  module SYSTEM
   
    #===========================================================================
    # Menu System Commands
    # --------------------------------------------------------------------------
    # The following adjusts the order at which you would like the menu system
    # commands to appear. Here is the reference table to their command ID's.
    #      :blank
    #      :volume_bgm   - Adjusts BGM volume.
    #      :volume_bgs   - Adjusts BGS volume.
    #      :volume_sfx   - Adjusts SFX volume.
    #      :animations   - Turns on/off battle animations.
    #      :autocursor   - Requires BEZ. Memorized cursor position.
    #      :skill_help   - Requires BEZ. Display skill help.
    #      :next_actor   - Requires BEZ. Automatic Next Actor.
    #      :auto_dash    - Controls if need to hold down dash button to run.
    #      :instant_text - Whether or not text appears instantly in messages.
    #      :windowskin   - Changes the windowskin.
    #      :return_title - Return back to the title screen.
    #      :return_menu  - Return back to the menu screen.
    #
    #===========================================================================
   
    COMMANDS = [
      :windowskin,   # Changes the windowskin.
      :skill_help,   # Requires BEZ. Display skill help.
      :animations,   # Turns on/off battle animations.
      :autocursor,   # Requires BEZ. Memorized cursor position.
      :next_actor,   # Requires BEZ. Automatic Next Actor.
      :volume_bgm,   # Adjusts BGM volume.
      :volume_bgs,   # Adjusts BGS volume.
      :volume_sfx,   # Adjusts SFX volume.
      :auto_dash,    # Controls if need to hold down dash button to run.
      :instant_text, # Whether or not text appears instantly in messages.
      :blank,        # An empty space.
      :return_title, # Return back to the title screen.
      :return_menu,  # Return back to the menu screen.
    ] # Do not remove this.
   
    # The following hash adjust the vocabulary used for parts of the script.
    # All instances of text will appear here.
    VOCAB ={
    # Item           => Text
      :title         => "System",
      :bgm_volume    => "BGM Volume",
      :bgs_volume    => "BGS Volume",
      :sfx_volume    => "SFX Volume",
        :percent     => "Audio %d%%",
        :mute        => "Mute",
        :sound_des   => "Adjusts audio volume. L/R to Mute and Unmute.",
      :animations    => "Animations",
        :ani_hide    => "Hide",
        :ani_show    => "Show",
        :ani_des     => "Enables/Disables battle animations.",
      :auto_dash     => "Auto Dash",
        :dash_on     => "Auto",
        :dash_off    => "Manual",
        :dash_des    => "Enables/Disables automatic dashing.",
      :instant_text  => "Instant Text",
        :instant_on  => "Instant",
        :instant_off => "Default",
        :instant_des => "Messages appear instant or letter by letter.",
      :window_skin   => "Window Skin",
        :wskin_des   => "Change the current window skin.",
      :return_title  => "Return to Title Screen",
        :rtitle_des  => "Return back to the title screen.",
      :return_menu   => "Return to Main Menu",
        :rmenu_des   => "Return back to the main menu.",
    } # Do not remove this.
   
    # The following are the variable ID's used to adjust audio volume
    BGM_VOLUME_VARIABLE = 21
    BGS_VOLUME_VARIABLE = 22
    SFX_VOLUME_VARIABLE = 23
   
    # The following are the switch ID's used to adjust various options in
    # regards to sound, animations, dashing, and instant text.
    MUTE_BGM_SWITCH     = 21
    MUTE_BGS_SWITCH     = 22
    MUTE_SFX_SWITCH     = 23
    DISABLE_ANI_SWITCH  = 24
    AUTO_DASH_SWITCH    = 28
    INSTANT_TEXT_SWITCH = 29
   
    # This sets the default fonts used for your windows. Note that in this
    # array, if a player doesn't have the font in front, it'll use the next one
    # onward until the player does have that font installed.
    DEFAULT = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"]
    WRITING = ["Comic Sans MS", "Lucida Handwriting", "Arial"]
   
    # The following adjusts the window skins used for your game. Match the
    # Window skins with the names accordingly. Within the windowskin hash,
    # the following settings are adjusted as such:
    #     Name - File Name
    #     Opac - Back Opacity
    #     Bold - Bold font?
    #   Italic - Italic font?
    #   Shadow - Use shadows?
    #     Size - Font Size
    #     Font - Font Set
    WINDOWSKIN_VARIABLE = 25
    DEFAULT_SKIN_VALUE  = 7
    WINDOW_HASH ={
    # Window ID => [      Name, Opac,  Bold, Italic, Shadow, Size,    Font],
              1 => [     "Red",  200, false,  false,   true,   20, DEFAULT],
              2 => [  "Orange",  200, false,  false,   true,   20, DEFAULT],
              3 => [  "Yellow",  200, false,  false,   true,   20, DEFAULT],
              4 => [   "Green",  200, false,  false,   true,   20, DEFAULT],
              5 => [    "Cyan",  200, false,  false,   true,   20, DEFAULT],
              6 => [    "Navy",  200, false,  false,   true,   20, DEFAULT],
              7 => [    "Blue",  200, false,  false,   true,   20, DEFAULT],
              8 => [  "Violet",  200, false,  false,   true,   20, DEFAULT],
              9 => [  "Purple",  200, false,  false,   true,   20, DEFAULT],
             10 => [    "Pink",  200, false,  false,   true,   20, DEFAULT],
             11 => [    "Grey",  200, false,  false,   true,   20, DEFAULT],
             12 => [   "Black",  200, false,  false,   true,   20, DEFAULT],
    } # Do not remove this.
 
  end # SYSTEM
end # YEZ

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

if $imported["BattleEngineZealous"]
  YEZ::SYSTEM::VOCAB[:bgm_volume]  = YEZ::BATTLE::OPTIONS::VOCAB[:bgm_volume]
  YEZ::SYSTEM::VOCAB[:bgs_volume]  = YEZ::BATTLE::OPTIONS::VOCAB[:bgs_volume]
  YEZ::SYSTEM::VOCAB[:sfx_volume]  = YEZ::BATTLE::OPTIONS::VOCAB[:sfx_volume]
  YEZ::SYSTEM::VOCAB[:percent]     = YEZ::BATTLE::OPTIONS::VOCAB[:percent]
  YEZ::SYSTEM::VOCAB[:mute]        = YEZ::BATTLE::OPTIONS::VOCAB[:mute]
  YEZ::SYSTEM::VOCAB[:sound_des]   = YEZ::BATTLE::OPTIONS::VOCAB[:sound_des]
  YEZ::SYSTEM::VOCAB[:animations]  = YEZ::BATTLE::OPTIONS::VOCAB[:animations]
  YEZ::SYSTEM::VOCAB[:ani_hide]    = YEZ::BATTLE::OPTIONS::VOCAB[:ani_hide]
  YEZ::SYSTEM::VOCAB[:ani_show]    = YEZ::BATTLE::OPTIONS::VOCAB[:ani_show]
  YEZ::SYSTEM::VOCAB[:ani_des]     = YEZ::BATTLE::OPTIONS::VOCAB[:ani_des]
  YEZ::SYSTEM::BGM_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::BGM_VOLUME_VARIABLE
  YEZ::SYSTEM::BGS_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::BGS_VOLUME_VARIABLE
  YEZ::SYSTEM::SFX_VOLUME_VARIABLE = YEZ::BATTLE::OPTIONS::SFX_VOLUME_VARIABLE
  YEZ::SYSTEM::MUTE_BGM_SWITCH     = YEZ::BATTLE::OPTIONS::MUTE_BGM_SWITCH
  YEZ::SYSTEM::MUTE_BGS_SWITCH     = YEZ::BATTLE::OPTIONS::MUTE_BGS_SWITCH
  YEZ::SYSTEM::MUTE_SFX_SWITCH     = YEZ::BATTLE::OPTIONS::MUTE_SFX_SWITCH
  YEZ::SYSTEM::DISABLE_ANI_SWITCH  = YEZ::BATTLE::OPTIONS::DISABLE_ANI_SWITCH
end

module Vocab
  def self.game_end; return YEZ::SYSTEM::VOCAB[:title]; end
end # Vocab
module Cache
  def self.windows(filename); load_bitmap("Graphics/Windows/", filename); end
end # Cache
 
#===============================================================================
# RPG
#===============================================================================

module RPG
  class BGM < AudioFile
    def play
      if @name.empty?
        Audio.bgm_stop
        @@last = BGM.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YEZ::SYSTEM::BGM_VOLUME_VARIABLE]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGM_SWITCH]
        end
        Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
        @@last = self
      end
    end #Play
  end # BGM
  class ME < AudioFile
    def play
      if @name.empty?
        Audio.me_stop
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YEZ::SYSTEM::BGM_VOLUME_VARIABLE]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGM_SWITCH]
        end
        Audio.me_play("Audio/ME/" + @name, vol, @pitch)
      end
    end
  end # ME
  class SE < AudioFile
    def play
      unless @name.empty?
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YEZ::SYSTEM::SFX_VOLUME_VARIABLE]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_SFX_SWITCH]
        end
        Audio.se_play("Audio/SE/" + @name, vol, @pitch)
      end
    end
    def self.stop
      Audio.se_stop
    end
  end # SE
  class BGS < AudioFile
    def play
      if @name.empty?
        Audio.bgs_stop
        @@last = BGS.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YEZ::SYSTEM::BGS_VOLUME_VARIABLE]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YEZ::SYSTEM::MUTE_BGS_SWITCH]
        end
        Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
        @@last = self
      end
    end
  end # BGS 
end # RPG

#===============================================================================
# Game_Player
#===============================================================================

class Game_Player < Game_Character

  #--------------------------------------------------------------------------
  # alias method: dash?
  #--------------------------------------------------------------------------
  alias dash_em dash? unless $@
  def dash?
    if $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return false if Input.press?(Input::A)
      return true
    else
      dash_em
    end
  end

end # Game_Player

#===============================================================================
# Scene_End
#===============================================================================

class Scene_End < Scene_Base

  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @options_window = Window_System.new
    @help_window = Window_Help.new
    @options_window.help_window = @help_window
    @skins_window = Window_Skins.new
    @last_index = @skins_window.index
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: post_start
  #--------------------------------------------------------------------------
  def post_start
    super
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: pre_terminate
  #--------------------------------------------------------------------------
  def pre_terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: terminate
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @options_window.dispose
    @skins_window.dispose
    dispose_menu_background
  end
 
  #--------------------------------------------------------------------------
  # new method: update_system_window
  #--------------------------------------------------------------------------
  def update_system_window
    @options_window.update
    @help_window.update
    if Input.trigger?(Input::C)
      options_input_c
    elsif Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.repeat?(Input::LEFT)
      options_input_left
    elsif Input.repeat?(Input::RIGHT)
      options_input_right
    elsif Input.repeat?(Input::L)
      options_input_l
    elsif Input.repeat?(Input::R)
      options_input_r
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: options_input_c
  #--------------------------------------------------------------------------
  def options_input_c
    case @options_window.item
    when :windowskin # Windows
      Sound.play_decision
      @options_window.active = false
      @skins_window.open
      @skins_window.active = true
    when :return_title
      command_to_title
    when :return_menu
      Sound.play_decision
      return_scene
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: options_input_left
  #--------------------------------------------------------------------------
  def options_input_left
    case @options_window.item
    when :volume_bgm # BGM Volume
      variable = YEZ::SYSTEM::BGM_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] >= 100
      $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
      RPG::BGM::last.play
     
    when :volume_bgs # BGS Volume
      variable = YEZ::SYSTEM::BGS_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] >= 100
      $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
      RPG::BGS::last.play
     
    when :volume_sfx # SFX Volume
      variable = YEZ::SYSTEM::SFX_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] >= 100
      $game_variables[variable] += Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
     
    when :animations # Disable Animations
      if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :autocursor # Disable Cursor Memory
      if $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :skill_help # Skill Help
      if !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :next_actor # Next Actor
      if $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :auto_dash # Automatic Dash
      if !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :instant_text # Instant Text
      if !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: options_input_right
  #--------------------------------------------------------------------------
  def options_input_right
    case @options_window.item
    when :volume_bgm # BGM Volume
      variable = YEZ::SYSTEM::BGM_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] <= 0
      $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
      RPG::BGM::last.play
     
    when :volume_bgs # BGS Volume
      variable = YEZ::SYSTEM::BGS_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] <= 0
      $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
      RPG::BGS::last.play
     
    when :volume_sfx # SFX Volume
      variable = YEZ::SYSTEM::SFX_VOLUME_VARIABLE
      Sound.play_cursor unless $game_variables[variable] <= 0
      $game_variables[variable] -= Input.press?(Input::SHIFT) ? 10 : 1
      $game_variables[variable] = [[$game_variables[variable], 0].max, 100].min
      @options_window.draw_item(@options_window.index)
     
    when :animations # Disable Animations
      if !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :autocursor # Disable Cursor Memory
      if !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :skill_help # Skill Help
      if $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :next_actor # Next Actor
      if !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :auto_dash # Automatic Dash
      if $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :instant_text # Instant Text
      if $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: options_input_l
  #--------------------------------------------------------------------------
  def options_input_l
    case @options_window.item
    when :volume_bgm # BGM Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_BGM_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
      RPG::BGM::last.play
     
    when :volume_bgs # BGS Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_BGS_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
      RPG::BGS::last.play
     
    when :volume_sfx # SFX Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_SFX_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
     
    when :animations # Disable Animations
      if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :autocursor # Disable Cursor Memory
      if $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :skill_help # Skill Help
      if !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :next_actor # Next Actor
      if $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :auto_dash # Automatic Dash
      if !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :instant_text # Instant Text
      if !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: options_input_r
  #--------------------------------------------------------------------------
  def options_input_r
    case @options_window.item
    when :volume_bgm # BGM Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_BGM_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
      RPG::BGM::last.play
     
    when :volume_bgs # BGS Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_BGS_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
      RPG::BGS::last.play
     
    when :volume_sfx # SFX Volume
      Sound.play_decision
      switch = YEZ::SYSTEM::MUTE_SFX_SWITCH
      $game_switches[switch] = !$game_switches[switch]
      @options_window.draw_item(@options_window.index)
     
    when :animations # Disable Animations
      if !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :autocursor # Disable Cursor Memory
      if !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :skill_help # Skill Help
      if $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :next_actor # Next Actor
      if !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH] = true
        @options_window.draw_item(@options_window.index)
      end
     
    when :auto_dash # Automatic Dash
      if $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    when :instant_text # Instant Text
      if $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
        Sound.play_decision
        $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH] = false
        @options_window.draw_item(@options_window.index)
      end
     
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update
  #--------------------------------------------------------------------------
  def update
    super
    @skins_window.update
    if @options_window.active
      update_system_window
    elsif @skins_window.active
      update_skins_window
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: update_skins_window
  #--------------------------------------------------------------------------
  def update_skins_window
    if @last_index != @skins_window.index
      @last_index = @skins_window.index
      update_skins
    end
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @skins_window.close
      @skins_window.active = false
      @options_window.active = true
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @skins_window.close
      @skins_window.active = false
      @options_window.active = true
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: update_skins
  #--------------------------------------------------------------------------
  def update_skins
    $game_variables[YEZ::SYSTEM::WINDOWSKIN_VARIABLE] = @skins_window.index + 1
    @options_window.update_windowskin
    @options_window.refresh
    @help_window.update_windowskin
    @help_window.set_text("")
    @options_window.update_help
    @skins_window.update_windowskin
    @skins_window.refresh
    @skins_window.back_opacity = 255
    @options_window.refresh
    @options_window.draw_item(@options_window.index)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: command_to_title
  #--------------------------------------------------------------------------
  def command_to_title
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = Scene_Title.new
    Graphics.fadeout(60)
  end
 
end # Scene_End

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: display_normal_animation
  #--------------------------------------------------------------------------
  alias display_normal_animation_mso display_normal_animation unless $@
  def display_normal_animation(targets, animation_id, mirror = false)
    return if $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
    display_normal_animation_mso(targets, animation_id, mirror)
  end
 
end

#===============================================================================
# Window
#===============================================================================

class Window
 
  #--------------------------------------------------------------------------
  # update windowskin
  #--------------------------------------------------------------------------
  def update_windowskin
    return if $game_variables == nil
    variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE
    if $game_variables[variable] == 0
      $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE
    elsif !YEZ::SYSTEM::WINDOW_HASH.include?($game_variables[variable])
      $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE
    end
    skin = YEZ::SYSTEM::WINDOW_HASH[$game_variables[variable]]
    change_settings(skin)
  end
 
  #--------------------------------------------------------------------------
  # change_settings
  #--------------------------------------------------------------------------
  def change_settings(skin)
    self.windowskin = Cache.windows(skin[0])
    self.back_opacity = skin[1]
    self.contents.font.bold = Font.default_bold = skin[2]
    self.contents.font.italic = Font.default_italic = skin[3]
    self.contents.font.shadow = Font.default_shadow = skin[4]
    self.contents.font.size = Font.default_size = skin[5]
    self.contents.font.name = Font.default_name = skin[6]
    self.contents.font.color = normal_color
  end
 
end # Window

#===============================================================================
# Window_Base
#===============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias initialize_window_mso initialize unless $@
  def initialize(x, y, width, height)
    initialize_window_mso(x, y, width, height)
    self.update_windowskin
  end
 
  #--------------------------------------------------------------------------
  # alias method: create_contents
  #--------------------------------------------------------------------------
  alias create_contents_base_mso create_contents unless $@
  def create_contents
    create_contents_base_mso
    self.contents.font.color = normal_color
  end
 
end # Window_Base

#===============================================================================
# Window_Selectable
#===============================================================================

class Window_Selectable < Window_Base
 
  #--------------------------------------------------------------------------
  # alias method: create_contents
  #--------------------------------------------------------------------------
  alias create_contents_selectable_mso create_contents unless $@
  def create_contents
    create_contents_selectable_mso
    self.contents.font.color = normal_color
  end
 
end # Window_Selectable

#===============================================================================
# Window_SaveFile
#===============================================================================

class Window_SaveFile < Window_Base
 
  #--------------------------------------------------------------------------
  # alias method: refresh
  #--------------------------------------------------------------------------
  alias refresh_savefile_mso refresh unless $@
  def refresh
    if @file_exist
      n = @game_variables[YEZ::SYSTEM::WINDOWSKIN_VARIABLE]
      if n == 0 or !YEZ::SYSTEM::WINDOW_HASH.include?(n)
        n = YEZ::SYSTEM::DEFAULT_SKIN_VALUE
      end
      skin = YEZ::SYSTEM::WINDOW_HASH[n]
      change_settings(skin)
    end
    refresh_savefile_mso
  end
 
end # Window_SaveFile

#===============================================================================
# Window_Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias update show fast
  #--------------------------------------------------------------------------
  alias update_show_fast_mso update_show_fast unless $@
  def update_show_fast
    if $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
      if self.pause or self.openness < 255
        @show_fast = false
      else
        @show_fast = true
      end
      if @show_fast and @wait_count > 0
        @wait_count -= 1
      end
    else
      update_show_fast_mso
    end
  end
 
  #--------------------------------------------------------------------------
  # alias method: new_page
  #--------------------------------------------------------------------------
  alias new_page_mso new_page unless $@
  def new_page
    self.update_windowskin
    new_page_mso
  end
 
end

#===============================================================================
# Window_System
#===============================================================================

class Window_System < Window_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, 544, 360)
    @column_max = 1
    self.index = 0
    self.active = true
    refresh
  end
 
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for i in YEZ::SYSTEM::COMMANDS
      next if i == :autocursor and !$imported["BattleEngineZealous"]
      next if i == :skill_help and !$imported["BattleEngineZealous"]
      next if i == :next_actor and !$imported["BattleEngineZealous"]
      @data.push(i)
    end
    @item_max = @data.size
    self.contents.clear
    create_contents
    for i in 0..@item_max
      self.contents.font.color.alpha = 255
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    item = @data[index]
    sw = self.width - 32
    dx = 4
    dy = WLH * index
    dw = sw - 8
    case item
    #---
    when :blank # Blank
   
    when :volume_bgm # BGM Volume
      text = YEZ::SYSTEM::VOCAB[:bgm_volume]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      number = 100 - $game_variables[YEZ::SYSTEM::BGM_VOLUME_VARIABLE]
      text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number)
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::MUTE_BGM_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:mute]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :volume_bgs # BGS Volume
      text = YEZ::SYSTEM::VOCAB[:bgs_volume]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      number = 100 - $game_variables[YEZ::SYSTEM::BGS_VOLUME_VARIABLE]
      text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number)
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::MUTE_BGS_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:mute]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :volume_sfx # SFX Volume
      text = YEZ::SYSTEM::VOCAB[:sfx_volume]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      number = 100 - $game_variables[YEZ::SYSTEM::SFX_VOLUME_VARIABLE]
      text = sprintf(YEZ::SYSTEM::VOCAB[:percent], number)
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::MUTE_SFX_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:mute]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :animations # Disable Animation
      text = YEZ::SYSTEM::VOCAB[:animations]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = !$game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:ani_show]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::DISABLE_ANI_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:ani_hide]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :autocursor # Cursor Memory
      text = YEZ::BATTLE::OPTIONS::VOCAB[:cursor_mem]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = !$game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:curmem_on]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::BATTLE::OPTIONS::AUTO_CURSOR_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:curmem_off]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :skill_help # Skill Help
      text = YEZ::BATTLE::OPTIONS::VOCAB[:skill_help]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = $game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_on]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = !$game_switches[YEZ::BATTLE::OPTIONS::SKILL_HELP_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_off]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :next_actor # Next Actor
      text = YEZ::BATTLE::OPTIONS::VOCAB[:auto_next]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = !$game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:next_on]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = $game_switches[YEZ::BATTLE::OPTIONS::NEXT_ACTOR_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::BATTLE::OPTIONS::VOCAB[:next_off]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :auto_dash # Automatic Dash
      text = YEZ::SYSTEM::VOCAB[:auto_dash]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:dash_on]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = !$game_switches[YEZ::SYSTEM::AUTO_DASH_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:dash_off]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :instant_text # Instant Text
      text = YEZ::SYSTEM::VOCAB[:instant_text]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      enabled = $game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:instant_on]
      self.contents.draw_text(dw/2, dy, dw/4, WLH, text, 1)
      enabled = !$game_switches[YEZ::SYSTEM::INSTANT_TEXT_SWITCH]
      self.contents.font.color.alpha = enabled ? 255 : 128
      text = YEZ::SYSTEM::VOCAB[:instant_off]
      self.contents.draw_text(dw*3/4, dy, dw/4, WLH, text, 1)
     
    when :windowskin # Window Skin
      text = YEZ::SYSTEM::VOCAB[:window_skin]
      self.contents.draw_text(dx, dy, dw/2, WLH, text, 1)
      variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE
      if $game_variables[variable] == 0
        $game_variables[variable] = YEZ::SYSTEM::DEFAULT_SKIN_VALUE
      end
      text = YEZ::SYSTEM::WINDOW_HASH[$game_variables[variable]][0]
      self.contents.draw_text(dw/2, dy, dw/2, WLH, text, 1)
     
    #---
     
    when :return_title # Return to Title
      text = YEZ::SYSTEM::VOCAB[:return_title]
      self.contents.draw_text(dx, dy, dw, WLH, text, 1)
     
    when :return_menu # Return to Title
      text = YEZ::SYSTEM::VOCAB[:return_menu]
      self.contents.draw_text(dx, dy, dw, WLH, text, 1)

    #---
    end
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[@index]; end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    case item
    when :volume_bgm; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1)
    when :volume_bgs; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1)
    when :volume_sfx; @help_window.set_text(YEZ::SYSTEM::VOCAB[:sound_des],1)
    when :animations; @help_window.set_text(YEZ::SYSTEM::VOCAB[:ani_des],1)
    when :autocursor; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:cur_des],1)
    when :skill_help; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:skhelp_des],1)
    when :next_actor; @help_window.set_text(YEZ::BATTLE::OPTIONS::VOCAB[:next_des],1)
    when :auto_dash; @help_window.set_text(YEZ::SYSTEM::VOCAB[:dash_des],1)
    when :instant_text; @help_window.set_text(YEZ::SYSTEM::VOCAB[:instant_des],1)
    when :windowskin; @help_window.set_text(YEZ::SYSTEM::VOCAB[:wskin_des],1)
    when :return_title; @help_window.set_text(YEZ::SYSTEM::VOCAB[:rtitle_des],1)
    when :return_menu; @help_window.set_text(YEZ::SYSTEM::VOCAB[:rmenu_des],1)
    else; @help_window.set_text("")
    end
  end
 
end # Window_System

#===============================================================================
# Window_Skins
#===============================================================================

class Window_Skins < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(136, 56, 272, 304)
    @column_max = 1
    self.index = 0
    self.back_opacity = 255
    self.openness = 0
    self.active = false
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    variable = YEZ::SYSTEM::WINDOWSKIN_VARIABLE
    hash = YEZ::SYSTEM::WINDOW_HASH.sort{ |a,b| a[0] <=> b[0] }
    for key in hash
      @data.push(key[0])
      self.index = key[0] - 1 if key[0] == $game_variables[variable]
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    rect.width -= 4
    text = YEZ::SYSTEM::WINDOW_HASH[@data[index]][0]
    self.contents.draw_text(rect, text, 1)
  end
 
end # Window_Skins

#===============================================================================
#
# END OF FILE
#
#===============================================================================

여기가 끝 그리고

첨부파일을 받아서 압축을 풀어 프로젝트의 그래픽 폴더에 압축 푼 파일을 넣어주심 됩니다.

(파일 째로넣어야지, 낱개로 넣으면 안됩니다.)

 예제도 올립니다.

Comment '7'
  • ?
    윈컴이 2010.03.01 17:04

    ???

  • ?
    ~AYARSB~ 2010.03.02 16:04

    이거 중복 아닌가 싶은데요?(아니면 죄송) 이거 올라오기 전에도 환경설정같은거는 여기에서도 좀 봐서리..

     

    p.s 수정

    조금 다르지만.. 그래도 원리는 같은데요...?

  • ?
    나이트퓨리 2010.07.08 18:00

    잘쓰겠습니다~

  • ?
    회아 2010.07.28 17:36

    감사합니다~좋은자료~~ㅋㅋ

  • ?
    전투머신Mㅡ001 2010.09.26 13:42

    감사합니다.

    아주 좋네요

  • ?
    곰아저씨 2010.10.30 19:00

    감사합니다. 용어들을 수정했긴 했는데, 글꼴은 어떻게 수정하죠?

    몇번째줄에 있는지;

  • ?
    정신우 2011.04.12 20:29

    번역 힘들다 ㅋㅋ


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5430
44 메뉴 KGC - 커스텀 메뉴 커멘드 (번역) 1 듀란테 2015.07.27 1088
43 메뉴 Etude87's Menu Editor for VX 25 습작 2015.01.14 1481
42 메뉴 Etude87_Ace_Style_Formation_Change ver.1.01 습작 2014.10.05 761
41 메뉴 MOG - Scroll Bar for VX file 습작 2014.07.06 1119
40 메뉴 기본메인 메뉴 아이콘 추가 10 아방스 2010.12.11 4577
39 메뉴 kgc 파라미터 배분 09/07/25 13 시트르산 2010.09.24 2330
38 메뉴 자작 메뉴 스크립트 for VX(L's Simple Custom Menu VX ver.) 5 Alkaid 2010.09.02 4706
37 메뉴 스타일 크로노 트리거 메뉴 31 file 콩밥 2010.07.19 4538
36 메뉴 매우 간단명료한 메뉴. 32 file 비극ㆍ 2010.04.23 6622
35 메뉴 Final Fantasy VII Menu System 8 비극ㆍ 2010.04.19 3507
34 메뉴 몬스터도감(유즈미짱님의엘카르디아같은종류) 1 작은샛별 2010.03.07 4203
» 메뉴 윈도우 색변경 스크립트 7 file 비극ㆍ 2010.03.01 2598
32 메뉴 전투 결과 상세 표시 스크립트 (한글화) 15 file 강진수 2010.02.26 3345
31 메뉴 YERD - 커먼 이벤트 메뉴 4 file 훈덕 2009.11.08 3852
30 메뉴 YERD - 시스템 옵션 5 file 훈덕 2009.11.08 3138
29 메뉴 확장 스테이터스 화면 - KGC 23 file 카르와푸딩의아틀리에 2009.08.19 5058
28 메뉴 전투결과 상세 표시 스크립트 24 file 카르와푸딩의아틀리에 2009.07.07 4144
27 메뉴 전투 결과 팝업 스크립트 12 file 카르와푸딩의아틀리에 2009.06.30 3383
26 메뉴 몬스터도감 심플버전! 52 file 카르와푸딩의아틀리에 2009.06.30 6910
25 메뉴 전투승리시 아이템 경험치팝업창 스크립트 18 file 카르와푸딩의아틀리에 2009.06.23 3761
Board Pagination Prev 1 2 3 Next
/ 3