XP 스크립트

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어떤 블로그에서 퍼온거니까 제에발 신고는 하지 마세요

class Window_Base < Window
  SYSTEM_WORD_EVA = "Evade" #
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7 #
      parameter_name = SYSTEM_WORD_EVA #
      parameter_value = actor.eva #
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end

 

#==============================================================================
# InfoWindow
#==============================================================================
class Window_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 384, 640, 96)
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Z-Pos
    self.z = 100
    self.back_opacity = 160
    #Refresh and add the contents to window
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    #Clear Bitmap
    self.contents.clear
    #Add Contents
    self.contents.font.color = system_color
    self.contents.draw_text(4,0,120,32,'Location')
    self.contents.font.color = normal_color
    self.contents.draw_text(96,0,360,32,'Put your Location')
   
    #Draw Steps
    self.contents.font.color = system_color
    self.contents.draw_text(4,32,120,32,'Steps')
    self.contents.font.color = normal_color
    self.contents.draw_text(48,32, 120, 32, $game_party.steps.to_s, 2)
   
    #Draw Play Time
    self.contents.font.color = system_color
    self.contents.draw_text(200,32,120,32,'Play Time')
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(310, 32, 120, 32, text)
   
    #Draw Gold
    #Advanced Gold Display mini-script by Dubealex.
    case $game_party.gold
    when 0..9999
      gold = $game_party.gold
    when 10000..99999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
    when 100000..999999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
    when 1000000..9999999
      gold = $game_party.gold.to_s
      array = gold.split(//)
      gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
    end   
    self.contents.font.color = system_color
    gold_word = $data_system.words.gold.to_s + " :"
    cx = contents.text_size(gold_word).width
    cx2=contents.text_size(gold.to_s).width
    self.contents.draw_text(412,32,120-cx-2,32,gold_word)
    self.contents.font.color = normal_color
    self.contents.draw_text(600-cx2+2, 32, cx2, 32, gold.to_s, 2)
   
    #Draw Variable
    self.contents.font.color = system_color
    self.contents.draw_text(412,0,120,32,'Variable Name')
    self.contents.font.color = normal_color
    self.contents.draw_text(540,0,120,32,'Variable')
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

 

#==============================================================================
# MenuStatus
#==============================================================================
class Window_NewMenuStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0, 480, 320)
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Z-Pos
    self.z = 100
    self.back_opacity = 160
    #Refresh and add the contents to window
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    #Clear Bitmap
    self.contents.clear
    actor = $game_party.actors[0]
    draw_actor_graphic(actor, 32, 64)
    draw_actor_name(actor, 75, 0)
    draw_actor_class(actor, 240, 0)
    draw_actor_level(actor, 75, 32)
    draw_actor_state(actor, 240, 32)
    draw_actor_exp(actor, 75, 64)
    draw_actor_hp(actor, 32,100)
    draw_actor_sp(actor, 240,100)
    draw_actor_parameter(actor, 32, 150, 0)
    draw_actor_parameter(actor, 32, 182, 1)
    draw_actor_parameter(actor, 32, 214, 2)
    draw_actor_parameter(actor, 32, 246, 7) #Evade
    draw_actor_parameter(actor, 240, 150, 3)
    draw_actor_parameter(actor, 240, 182, 4)
    draw_actor_parameter(actor, 240, 214, 5)
    draw_actor_parameter(actor, 240, 246, 6)
  end
end

 

#==============================================================================
# Scene_Menu
#==============================================================================
class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main - Handles drawing/disposing windows and the main loop
  #--------------------------------------------------------------------------
  def main
    #Draw Windows
    main_draw
    #Execute transition
    Graphics.transition
    #Main Loop
    loop do
      #Main Loop
      main_loop
      break if main_scenechange?
    end
    #Prepare for transition
    Graphics.freeze
    #Dispose Windows
    main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_draw
    #Draw Background
    @background = Spriteset_Map.new
   
    #Draw Windows
    # InfoWindow
    @info_window = Window_Info.new
    # MenuStatus
    @status_window = Window_NewMenuStatus.new   
 
    # MenuCommand
    s1='Item'
    s2='Skill'
    s3='Equip'
    s4='Player'
    s5='Option'
    s6='System'
   
    z1='Status'
    z2='Quest Log'
   
    o1='Save'
    o2='Load'
    o3='Exit'
   
    @command_window = Window_Command.new(160,[s1,s2,s3,s4,s5,s6])
    @command_window.back_opacity = 160
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
   
    @player_command_window = Window_Command.new(160,[z1,z2])
    @player_command_window.back_opacity = 160
    @player_command_window.visible = false
    @player_command_window.active = false
    @player_command_window.x = 100
    @player_command_window.y = 120
   
    @sys_command_window = Window_Command.new(128,[o1,o2,o3])
    @sys_command_window.back_opacity = 160
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x=100
    @sys_command_window.y=180
    if $game_system.save_disabled
      @sys_command_window.disable_item(0)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
    # Abort loop if screen is changed
    if $scene != self
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
    #Dispose Background
    @background.dispose
   
    # Dispose All Windows
    # Dispose InfoWindow
    @info_window.dispose
    # Dispose MenuStatus
    @status_window.dispose
    # Dispose MenuCommand
    @command_window.dispose
    @player_command_window.dispose
    @sys_command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
  def main_loop
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    update
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Update Windows
    update_windows
   
    if @player_command_window.active
      @player_command_window.z = +500
    end
   
    if @sys_command_window.active
      @sys_command_window.z = +500
    end
   
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If player menu window is active: call update_player_command
    if @player_command_window.active
      update_player_command
      return
    end
    # If system menu window is active: call update_sys_command
    if @sys_command_window.active
      update_sys_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Window Update
  #--------------------------------------------------------------------------
  def update_windows
    # Update MenuCommand
    @command_window.update if @command_window.visible
    @player_command_window.update if @player_command_window.visible
    @sys_command_window.update if @sys_command_window.visible
    @info_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Update Menu Command
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)     
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)# If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0 # Item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1 # Skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[0].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new
      when 2 # Equip
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new
      when 3 # Player
        $game_system.se_play($data_system.decision_se)
        @player_command_window.active = true
        @player_command_window.visible = true
        @command_window.active = false
      when 4 # Option
        #$game_system.se_play($data_system.decision_se)
        #Put your Option Scene
      when 5 # System
        $game_system.se_play($data_system.decision_se)
        @sys_command_window.active = true
        @sys_command_window.visible = true
        @command_window.active = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update PlayerCommand Window
  #--------------------------------------------------------------------------
  def update_player_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @player_command_window.active = false
      @player_command_window.visible = false
      @player_command_window.index = 0
      @player_command_window.z = 0
      return
    end 
   
    if Input.trigger?(Input::C)
      case @player_command_window.index     
      when 0 #Status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new
      when 1 #Quest Log
        # Play decision SE
        #$game_system.se_play($data_system.decision_se)
        #Put your Quest Scene
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      @sys_command_window.z = 0
      return
    end 
   
    if Input.trigger?(Input::C)
      case @sys_command_window.index     
      when 0 #Save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 1 #Load
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to load screen
        $scene = Scene_Load.new
      when 2 #Exit 
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
end

 

class Scene_Save < Scene_File
  alias save_on_decision on_decision
  alias save_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    save_on_decision(filename)
    $scene = Scene_Menu.new(5)
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    save_on_cancel
    $scene = Scene_Menu.new(5)
  end
end


class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias load_initialize initialize
  alias load_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @scene = $scene
    load_initialize
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    load_on_cancel
    $scene = @scene
  end
end

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약 2년인가 3년만에 돌아온것 같네요.

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Comment '15'
  • ?
    Ёйdlёss SтОЯу 2010.07.17 16:52

    우와 좋은거 같아요

    감사히 습득하겠습니다.

  • ?
    머핀 2010.07.21 19:37

    안되네요..

  • profile
    또라에몽 2010.07.21 19:43

    스크립트 충돌인가?

    저는 잘되서 어떻게 할수가 없네요

    대신 이거 쓰세요(이것도 안되면...그리고 비슷해서 효과 똑같을수도...)

    class Window_Base < Window
      SYSTEM_WORD_EVA = "회피" #
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #     actor : actor
      #     x     : draw spot x-coordinate
      #     y     : draw spot y-coordinate
      #     type  : parameter type (0-6)
      #--------------------------------------------------------------------------
      def draw_actor_parameter(actor, x, y, type)
        case type
        when 0
          parameter_name = $data_system.words.atk
          parameter_value = actor.atk
        when 1
          parameter_name = $data_system.words.pdef
          parameter_value = actor.pdef
        when 2
          parameter_name = $data_system.words.mdef
          parameter_value = actor.mdef
        when 3
          parameter_name = $data_system.words.str
          parameter_value = actor.str
        when 4
          parameter_name = $data_system.words.dex
          parameter_value = actor.dex
        when 5
          parameter_name = $data_system.words.agi
          parameter_value = actor.agi
        when 6
          parameter_name = $data_system.words.int
          parameter_value = actor.int
        when 7 #
          parameter_name = SYSTEM_WORD_EVA #
          parameter_value = actor.eva #
        end
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 120, 32, parameter_name)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
      end
    end


    #==============================================================================
    # MenuStatus
    #==============================================================================
    class Window_Info < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(160, 0, 480, 320)
        #Create Bitmap
        self.contents = Bitmap.new(width - 32, height - 32)
        #Z-Pos
        self.z = 100
        self.back_opacity = 200
        #Refresh and add the contents to window
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        #Clear Bitmap
        self.contents.clear
        actor = $game_party.actors[0]
        draw_actor_graphic(actor, 32, 64)
        draw_actor_name(actor, 75, 0)
        draw_actor_class(actor, 240, 0)
        draw_actor_level(actor, 75, 32)
        draw_actor_state(actor, 240, 32)
        draw_actor_exp(actor, 75, 64)
        draw_actor_hp(actor, 32,100)
        draw_actor_sp(actor, 240,100)
        draw_actor_parameter(actor, 32, 150, 0)
        draw_actor_parameter(actor, 32, 182, 1)
        draw_actor_parameter(actor, 32, 214, 2)
        draw_actor_parameter(actor, 32, 246, 7) #Evade
        draw_actor_parameter(actor, 240, 150, 3)
        draw_actor_parameter(actor, 240, 182, 4)
        draw_actor_parameter(actor, 240, 214, 5)
        draw_actor_parameter(actor, 240, 246, 6)
      end
    end

    class Scene_Info
      def main
        back = Spriteset_Map.new
        @gold_window = Window_Gold.new
        @gold_window.x = 0
        @gold_window.y = 0
        @gold_window.back_opacity = 200
        @playtime_window = Window_PlayTime.new
        @playtime_window.x = 0
        @playtime_window.y = 64
        @playtime_window.back_opacity = 200
        @steps_window = Window_Steps.new
        @steps_window.x = 0
        @steps_window.y = 160
        @steps_window.back_opacity = 200
        @info_window = Window_Info.new
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          if $scene != self
            break
          end
        end
        Graphics.freeze
        @gold_window.dispose
        @playtime_window.dispose
        @steps_window.dispose
        @info_window.dispose
        back.dispose
        return
      end
      def update
        @playtime_window.update
        if Input.trigger?(Input::B) or Input.trigger?(Input::C)
          $game_system.se_play($data_system.cancel_se)
          $scene = Scene_Menu.new(0)
          return
        end
        return
      end
    end


    class Scene_Menu
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end
      def main
       
        back = Spriteset_Map.new
       
        command = [
        "정보",
        $data_system.words.item,
        $data_system.words.skill,
        $data_system.words.equip,
        "시스템"
        ]
        system = [
        "저장",
        "로드",
        "종료"
        ]
           
        @command_window = Window_Command.new(128, command)
        @command_window.x = 640 - @command_window.width
        @command_window.y = 480
        @command_window.opacity = 55
        @command_window.back_opacity = 200
        @command_window.index = @menu_index
        @command_window.active = true
        @command_window.visible = true
        if $game_party.actors.size == 0
          @command_window.disable_item(1)
          @command_window.disable_item(2)
          @command_window.disable_item(3)
        end
       
        @system_window = Window_Command.new(96, system)
        @system_window.x = 640 - @command_window.width - @system_window.width
        @system_window.y = 480 - @command_window.height - @system_window.height + ((@command_window.index+1) * 32) + 16
        @system_window.back_opacity = 200
        if $game_system.save_disabled
          @system_window.disable_item(0)
        end
        @system_window.active = false
        @system_window.visible = false
       
        Graphics.transition
        loop do
          Graphics.update
          if @command_window.y > (480-@command_window.height)
            @command_window.y -= 24
          end
          if @command_window.opacity < 255
            @command_window.opacity += 20
          end
          if @command_window.y <= (480-@command_window.height) and @command_window.opacity >= 255
            break
          end
        end
        Graphics.freeze
       
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          if $scene != self
            break
          end
        end
        Graphics.freeze
       
        @command_window.dispose
        @system_window.dispose
        back.dispose
        return
      end
       
      def update
        @system_window.y = 480 - @command_window.height - @system_window.height + ((@command_window.index+1) * 32) + 16
        @command_window.update
        @system_window.update
        if @command_window.active
          update_command
          return
        end
        if @system_window.active
          update_system
          return
        end
      end
     
      def update_command
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          Graphics.transition
          loop do
            Graphics.update
            if @command_window.y <= 480
              @command_window.y += 24
            end
            if @command_window.opacity >= 255
              @command_window.opacity -= 10
            end
            if @command_window.y > 480
              break
            end
          end
          Graphics.freeze
          $scene = Scene_Map.new
          return
        end
        if Input.trigger?(Input::C)
          if $game_party.actors.size == 0 and (@command_window.index > 0 and @command_window.index < 4)
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          case @command_window.index
          when 0  # 정보
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Info.new
          when 1  # 아이템
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Item.new
          when 2  # 스킬
            if $game_party.actors[0].restriction >= 2
              $game_system.se_play($data_system.buzzer_se)
              return
            end
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Skill.new(0)
          when 3  # 장비
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Equip.new(0)
          when 4  # 시스템
            $game_system.se_play($data_system.decision_se)
            @command_window.active = false
            @system_window.active = true
            @system_window.visible = true
          end
          return
        end
      end
     
      def update_system
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @command_window.active = true
          @system_window.active = false
          @system_window.visible = false
          @system_window.index = 0
          return
        end
        if Input.trigger?(Input::C)
          case @system_window.index
          when 0  # 저장
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Save.new
          when 1  # 불러오기
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Load.new
          when 2  # 게임종료
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_End.new
          end
          return
        end
      end
    end

    class Scene_Load < Scene_File
      alias old_initialize initialize
      alias old_on_cancel on_cancel
      def initialize
        @scene = $scene
        old_initialize
      end
      def on_cancel
        old_on_cancel
        $scene = @scene
      end
    end

    class Scene_Save < Scene_File
      alias old_on_decision on_decision
      alias old_on_cancel on_cancel
      def on_decision
        old_on_decision
        $scene = Scene_Menu.new(4)
      end
      def on_cancel
        old_on_cancel
        $scene = Scene_Menu.new(4)
      end
    end


    class Scene_End
      alias old_main main
      alias old_command_cancel command_cancel
      def main
        back = Spriteset_Map.new
        old_main
        back.dispose
      end
      def command_cancel
        old_command_cancel
        $scene = Scene_Menu.new(4)
      end
    end

     

  • ?
    아인슈타인 2010.07.23 11:28

    응? 이거 언제 본것 같은데?

     

  • profile
    또라에몽 2010.07.23 11:37

    ㅇㅇ 이거 브아걸님께서 만드신 게임중에 적용된 스크립트중 하나임

    근데 이거 어떤 블로그에서 퍼온거니까 신고는 하지 마셈

  • ?
    포리퐁 2010.07.23 15:52

    ㅇㅁㅇ ...

  • ?
    스펄랑께 2010.07.25 17:57

    잘 안되요

  • profile
    캐릭터를주세여 2010.07.28 16:38

    괜찮네염

  • ?
    RedLight 2010.08.03 19:14

    괜찮군요 .. . . ~

  • ?
    낙서 2010.08.16 17:48

  • ?
    청풍쾌검 2011.01.03 14:02

    된당께감사하당꼐

  • ?
    난초보자 2011.05.30 21:25

    이거 퀘스트 로그있던데 어떻게사용하는거?

     

  • ?
    쪼로 2011.07.27 13:42

    1인용 메뉴!!!

  • ?
    what더붥 2012.01.26 17:41

    올!

  • profile
    GeeDragon 2014.04.16 00:00
    신고에대한 안좋은기억이 있나보심
    글마다 신고하지말라는

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