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


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