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종류 스크립트 사용

https://avangs.info/index.php?mid=rgss_vx_ace&page=6&document_srl=1029991

 

이 링크에 있는 사이트가 사라져버려 참고할 것이 없는 상태입니다.

위 사이트에 있는 스크립트가 어디에 남아있는지 알 수 있을까요? 

 

아니면 따로 아이템 설명창을 길게 늘이는 방법이 어디 없을까요?

 

 

 

 

 

 

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  • 하나의 게시물에는 하나의 질문만 합니다.
  • 제목은 질문의 핵심 내용으로 작성합니다.
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  • 스크립트의 전문이 필요할 경우 txt 파일 등으로 첨부해 주시기 바랍니다.
  • 답변받은 게시물은 삭제하지 않습니다.
  • 답변이 완료된 경우 해당 답변해주신 분들께 감사의 댓글을 달아줍니다.
    • 처음 오신 분들은 공지 게시물을 반드시 읽어주세요!

※ 미준수시 사전경고 없이 게시물을 삭제합니다.

Comment '1'
  • profile
    아방스 2024.07.23 09:48
    아래 내용이 맞는지 모르겠네요.
    한번 테스트 해보세요~


    #===============================================================================
    # * SEE - Item Menu ACE# * SEE - Item Menu ACE
    # * By Crazyninjaguy# * By Crazyninjaguy
    # * Requested by BizarreMonkey# * Requested by BizarreMonkey
    # * http://www.stormxstudios.co.uk# * http://www.stormxstudios.co.uk
    # * 02/01/2012# * 02/01/2012
    # * If you like my scripts, please show your appreciation by checking out# * If you like my scripts, please show your appreciation by checking out
    # my friendly, helpful Game Development Community, StormCross Studios.# my friendly, helpful Game Development Community, StormCross Studios.
    # ---------------------------------------------------------------------------# ---------------------------------------------------------------------------
    # * Aliased Methods# * Aliased Methods
    # - start (Scene_Item)# - start (Scene_Item)
    # - update_item_selection (Scene_Item)# - update_item_selection (Scene_Item)
    # - terminate (Scene_Item)# - terminate (Scene_Item)
    # ---------------------------------------------------------------------------# ---------------------------------------------------------------------------
    # * This script adds a new item description window with support for four text# * This script adds a new item description window with support for four text
    # text lines and a 96 x 96 picture in Graphics/Pictures.# text lines and a 96 x 96 picture in Graphics/Pictures.
    # * To add a picture for your item, add this into the notebox of that item in# * To add a picture for your item, add this into the notebox of that item in
    # the database# the database
    # * <picture potionpicture># * <picture potionpicture>
    # * Replacing potionpicture for your image filename.# * Replacing potionpicture for your image filename.
    #===============================================================================#===============================================================================

    $imported = {} if $imported == nil= {} if $imported == nil
    $imported["SEE - Item Menu Ace"] = true["SEE - Item Menu Ace"] = true

    #===============================================================================#===============================================================================
    # * Main StormCross Engine Evolution Configuration Module# * Main StormCross Engine Evolution Configuration Module
    #===============================================================================#===============================================================================
    module SEEmodule SEE
    #=============================================================================#=============================================================================
    # * Item Menu Configuration Module# * Item Menu Configuration Module
    #=============================================================================#=============================================================================
    module Itemmodule Item
    ITEMS = []= []
    #===========================================================================#===========================================================================
    # * The number at the beginning of the ITEMS[1] is the item id in the# * The number at the beginning of the ITEMS[1] is the item id in the
    # database.# database.
    # * Each line of text in quotes is a seperate line in the window.# * Each line of text in quotes is a seperate line in the window.
    # Seperate each with a comma# Seperate each with a comma
    #===========================================================================#===========================================================================
    ITEMS[1] = ["This is a potion.", "It's very nice and restores 500hp.", "Costs 50 Gil in a shop.", "Has a purplish glow."][1] = ["This is a potion.", "It's very nice and restores 500hp.", "Costs 50 Gil in a shop.", "Has a purplish glow."]
    ITEMS[2] = ["This is a high potion.", "It's very nice and restores 2500hp.", "Costs 150 Gil in a shop.", "Has a purplish glow."][2] = ["This is a high potion.", "It's very nice and restores 2500hp.", "Costs 150 Gil in a shop.", "Has a purplish glow."]

    WEAPONS = []= []
    WEAPONS[1] = ["Derp", "", "", ""][1] = ["Derp", "", "", ""]

    ARMORS = []= []
    ARMORS[1] = ["", "", "", ""][1] = ["", "", "", ""]

    ITEM_COLOURS = []= []
    #===========================================================================#===========================================================================
    # * As with the previous, the number at the beginning of COLOURS[1] is the# * As with the previous, the number at the beginning of COLOURS[1] is the
    # item id in the database.# item id in the database.
    # * The numbers in the array correspond to the text_color() argument of# * The numbers in the array correspond to the text_color() argument of
    # window base. 0 is white. You can find these by looking at the# window base. 0 is white. You can find these by looking at the
    # Window.png graphic. Seperate each value with a comma.# Window.png graphic. Seperate each value with a comma.
    #===========================================================================#===========================================================================
    ITEM_COLOURS[1] = [0, 1, 2, 3][1] = [0, 1, 2, 3]

    WEAPON_COLOURS = []= []
    WEAPON_COLOURS[1] = [0, 1, 2, 3][1] = [0, 1, 2, 3]

    ARMOR_COLOURS = []= []
    ARMOR_COLOURS[1] = [0, 1, 2, 3][1] = [0, 1, 2, 3]
    end # Itemend # Item
    end # SEEend # SEE

    module ReadNotemodule ReadNote
    def read_note(note, tag, position = 1)def read_note(note, tag, position = 1)
    note2 = note.dup= note.dup
    lines = note2.scan(/<.+>/)= note2.scan(/<.+>/)
    for line in linesfor line in lines
    words = line.split(/[ <>]/)= line.split(/[ <>]/)
    words.delete("").delete("")
    for word in wordsfor word in words
    if word == tagif word == tag
    result = words[words.index(word) + position]= words[words.index(word) + position]
    return true if result == nilreturn true if result == nil
    return resultreturn result
    endend
    endend
    endend
    return falsereturn false
    endend
    endend

    class Scene_Item < Scene_ItemBaseclass Scene_Item < Scene_ItemBase
    def startdef start
    supersuper
    create_description_window
    create_category_window
    create_item_window
    @description_index = 0@description_index = 0
    endend
    def create_description_windowdef create_description_window
    @description = Window_ItemDescription.new@description = Window_ItemDescription.new
    @description.viewport = @viewport@description.viewport = @viewport
    endend
    def create_category_windowdef create_category_window
    @category_window = Window_ItemCategory.new@category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport@category_window.viewport = @viewport
    @category_window.y = @description.height@category_window.y = @description.height
    @category_window.set_handler(:ok, method(:on_category_ok))@category_window.set_handler(:ok, method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))@category_window.set_handler(:cancel, method(:return_scene))
    endend
    def create_item_windowdef create_item_window
    wy = @category_window.y + @category_window.height= @category_window.y + @category_window.height
    wh = Graphics.height - wy= Graphics.height - wy
    @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)@item_window = Window_ItemList.new(0, wy, Graphics.width, wh)
    @item_window.set_handler(:ok, method(:on_item_ok))@item_window.set_handler(:ok, method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))@item_window.set_handler(:cancel, method(:on_item_cancel))
    @category_window.item_window = @item_window@category_window.item_window = @item_window
    @item_window.viewport = @viewport@item_window.viewport = @viewport
    endend
    def on_item_canceldef on_item_cancel
    @item_window.unselect@item_window.unselect
    @category_window.activate@category_window.activate
    @description.refresh(nil)@description.refresh(nil)
    endend
    def updatedef update
    supersuper
    if @description_index != @item_window.indexif @description_index != @item_window.index
    @description.refresh(@item_window.item)@description.refresh(@item_window.item)
    @description_index = @item_window.index@description_index = @item_window.index
    endend
    endend
    endend

    class Window_ItemDescription < Window_Baseclass Window_ItemDescription < Window_Base
    include ReadNoteReadNote
    include SEE::Item::Item
    def initialize(item = nil)def initialize(item = nil)
    super(0, 0, Graphics.width, (Graphics.height - 288))super(0, 0, Graphics.width, (Graphics.height - 288))
    refresh(item)(item)
    end # initializeend # initialize
    def refresh(item)def refresh(item)
    self.contents.clearself.contents.clear
    if item != nilif item != nil
    if item.is_a?(RPG::Item)if item.is_a?(RPG::Item)
    picture = read_note($data_items[item.id].note, "picture")= read_note($data_items[item.id].note, "picture")
    elsif item.is_a?(RPG::Weapon)elsif item.is_a?(RPG::Weapon)
    picture = read_note($data_weapons[item.id].note, "picture")= read_note($data_weapons[item.id].note, "picture")
    elsif item.is_a?(RPG::Armor)elsif item.is_a?(RPG::Armor)
    picture = read_note($data_armors[item.id].note, "picture")= read_note($data_armors[item.id].note, "picture")
    endend
    if picture != falseif picture != false
    bitmap = Cache.picture(picture)= Cache.picture(picture)
    rect = Rect.new(0, 0, 96, 96)= Rect.new(0, 0, 96, 96)
    self.contents.blt(0, 0, bitmap, rect)self.contents.blt(0, 0, bitmap, rect)
    endend
    if item.is_a?(RPG::Item)if item.is_a?(RPG::Item)
    if ITEMS[item.id] != nilif ITEMS[item.id] != nil
    if ITEM_COLOURS[item.id] != nilif ITEM_COLOURS[item.id] != nil
    self.contents.font.color = text_color(ITEM_COLOURS[item.id][0])self.contents.font.color = text_color(ITEM_COLOURS[item.id][0])
    self.contents.draw_text(96, 0, width - 128, 24, ITEMS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, ITEMS[item.id][0])
    self.contents.font.color = text_color(ITEM_COLOURS[item.id][1])self.contents.font.color = text_color(ITEM_COLOURS[item.id][1])
    self.contents.draw_text(96, 24, width - 128, 24, ITEMS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, ITEMS[item.id][1])
    self.contents.font.color = text_color(ITEM_COLOURS[item.id][2])self.contents.font.color = text_color(ITEM_COLOURS[item.id][2])
    self.contents.draw_text(96, 48, width - 128, 24, ITEMS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, ITEMS[item.id][2])
    self.contents.font.color = text_color(ITEM_COLOURS[item.id][3])self.contents.font.color = text_color(ITEM_COLOURS[item.id][3])
    self.contents.draw_text(96, 72, width - 128, 24, ITEMS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, ITEMS[item.id][3])
    self.contents.font.color = text_color(0)self.contents.font.color = text_color(0)
    elseelse
    self.contents.draw_text(96, 0, width - 128, 24, ITEMS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, ITEMS[item.id][0])
    self.contents.draw_text(96, 24, width - 128, 24, ITEMS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, ITEMS[item.id][1])
    self.contents.draw_text(96, 48, width - 128, 24, ITEMS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, ITEMS[item.id][2])
    self.contents.draw_text(96, 72, width - 128, 24, ITEMS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, ITEMS[item.id][3])
    endend
    endend
    elsif item.is_a?(RPG::Weapon)elsif item.is_a?(RPG::Weapon)
    if WEAPONS[item.id] != nilif WEAPONS[item.id] != nil
    if WEAPON_COLOURS[item.id] != nilif WEAPON_COLOURS[item.id] != nil
    self.contents.font.color = text_color(WEAPON_COLOURS[item.id][0])self.contents.font.color = text_color(WEAPON_COLOURS[item.id][0])
    self.contents.draw_text(96, 0, width - 128, 24, WEAPONS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, WEAPONS[item.id][0])
    self.contents.font.color = text_color(WEAPON_COLOURS[item.id][1])self.contents.font.color = text_color(WEAPON_COLOURS[item.id][1])
    self.contents.draw_text(96, 24, width - 128, 24, WEAPONS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, WEAPONS[item.id][1])
    self.contents.font.color = text_color(WEAPON_COLOURS[item.id][2])self.contents.font.color = text_color(WEAPON_COLOURS[item.id][2])
    self.contents.draw_text(96, 48, width - 128, 24, WEAPONS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, WEAPONS[item.id][2])
    self.contents.font.color = text_color(WEAPON_COLOURS[item.id][3])self.contents.font.color = text_color(WEAPON_COLOURS[item.id][3])
    self.contents.draw_text(96, 72, width - 128, 24, WEAPONS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, WEAPONS[item.id][3])
    self.contents.font.color = text_color(0)self.contents.font.color = text_color(0)
    elseelse
    self.contents.draw_text(96, 0, width - 128, 24, WEAPONS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, WEAPONS[item.id][0])
    self.contents.draw_text(96, 24, width - 128, 24, WEAPONS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, WEAPONS[item.id][1])
    self.contents.draw_text(96, 48, width - 128, 24, WEAPONS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, WEAPONS[item.id][2])
    self.contents.draw_text(96, 72, width - 128, 24, WEAPONS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, WEAPONS[item.id][3])
    endend
    endend
    elsif item.is_a?(RPG::Armor)elsif item.is_a?(RPG::Armor)
    if ARMORS[item.id] != nilif ARMORS[item.id] != nil
    if ARMOR_COLOURS[item.id] != nilif ARMOR_COLOURS[item.id] != nil
    self.contents.font.color = text_color(ARMOR_COLOURS[item.id][0])self.contents.font.color = text_color(ARMOR_COLOURS[item.id][0])
    self.contents.draw_text(96, 0, width - 128, 24, ARMORS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, ARMORS[item.id][0])
    self.contents.font.color = text_color(ARMOR_COLOURS[item.id][1])self.contents.font.color = text_color(ARMOR_COLOURS[item.id][1])
    self.contents.draw_text(96, 24, width - 128, 24, ARMORS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, ARMORS[item.id][1])
    self.contents.font.color = text_color(ARMOR_COLOURS[item.id][2])self.contents.font.color = text_color(ARMOR_COLOURS[item.id][2])
    self.contents.draw_text(96, 48, width - 128, 24, ARMORS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, ARMORS[item.id][2])
    self.contents.font.color = text_color(ARMOR_COLOURS[item.id][3])self.contents.font.color = text_color(ARMOR_COLOURS[item.id][3])
    self.contents.draw_text(96, 72, width - 128, 24, ARMORS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, ARMORS[item.id][3])
    self.contents.font.color = text_color(0)self.contents.font.color = text_color(0)
    elseelse
    self.contents.draw_text(96, 0, width - 128, 24, ARMORS[item.id][0])self.contents.draw_text(96, 0, width - 128, 24, ARMORS[item.id][0])
    self.contents.draw_text(96, 24, width - 128, 24, ARMORS[item.id][1])self.contents.draw_text(96, 24, width - 128, 24, ARMORS[item.id][1])
    self.contents.draw_text(96, 48, width - 128, 24, ARMORS[item.id][2])self.contents.draw_text(96, 48, width - 128, 24, ARMORS[item.id][2])
    self.contents.draw_text(96, 72, width - 128, 24, ARMORS[item.id][3])self.contents.draw_text(96, 72, width - 128, 24, ARMORS[item.id][3])
    endend
    endend
    endend
    endend
    end # refreshend # refresh
    end # Window_ItemDescriptionend # Window_ItemDescription

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