VX 스크립트

#===============================================================================
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
#                  customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# 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. Also,
# feel free to change the icons towards your preference.
#===============================================================================

#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------

module COZZIEKUNS
  module ICONS
   TIME = 188
   GOLD = 205
   LOCATION = 153
  end
 end

 #END CUSTOMIZABLE REGION-------------------------------------------------------

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 424, 412)
    refresh
    self.active = false
    self.index = -1
  end
 
  #--------------------------------------------------------------------------
  # * Draw TNL (To next level)
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_tnl(actor, x, y, width = 80)
    draw_actor_tnl_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
    self.contents.font.color = hp_color(actor)
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw TNL gauge
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_tnl_gauge(actor, x, y, width = 100)
    gw = width * actor.exp_s / actor.next_exp_s
    gc1 = tnl_gauge_colour1
    gc2 = tnl_gauge_colour2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104
      y = actor.index * 96
      draw_actor_name(actor, x + 30, y)
      draw_actor_level(actor, x + 30, y + 21)
      draw_actor_state(actor, x + 150, y)
      draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
      draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
      draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0               # No cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Normal
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100         # Self
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # * To Next Level gauge colour 1
  #--------------------------------------------------------------------------
  def tnl_gauge_colour1
    return text_color(3)
  end
  #--------------------------------------------------------------------------
  # * To Next Level gauge colour 2
  #--------------------------------------------------------------------------
   def tnl_gauge_colour2
    return text_color(11)
  end
  #--------------------------------------------------------------------------
  # * Currency Value
  #--------------------------------------------------------------------------
  def draw_currency_value(value, x, y, width)
  cx = contents.text_size(Vocab::gold).width
  self.contents.font.color = normal_color
  self.contents.draw_text(x, y, width, WLH, value, 2)
  self.contents.font.color = system_color
  draw_icon(COZZIEKUNS::ICONS::GOLD, 0, 28)
 end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays the location.
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize (x, y)
    super (x, y, 240, WLH + 26)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
    self.contents.draw_text(4, -4, 200, WLH, text, 2)
    draw_icon(COZZIEKUNS::ICONS::LOCATION, 0, -4)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


#==============================================================================
# ** Window_Gold + Time
#------------------------------------------------------------------------------
#  This window displays the amount of gold and playtime.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x : window X coordinate
  #     y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, WLH + 56)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_currency_value($game_party.gold, 4, 28, 120)
    @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(4, 0, 120, WLH, text, 2)
    self.contents.font.color = system_color
    draw_icon(COZZIEKUNS::ICONS::TIME, 0, 0)
  end
   
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @status_window = Window_MenuStatus.new(0, 2)
    create_command_window
    @gold_window = Window_Gold.new(384, 289)
    @location_window = Window_Location.new(304, 368)
 end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @location_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @location_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 384
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end

스샷:



출처:rmrk

Comment '8'
  • ?
    Sharnhoiste 2010.04.20 01:15

    오류가 나는걸 보면 분명 뭔가 스크립트와의 충돌이 있는듯....

  • ?
    강진수 2010.06.02 00:28

    #===============================================================================
    #
    # Cozziekuns' Menu System
    # Last Date Updated: 4/10/2010
    #
    # A menu system similar to that of Final Fantasy VII's.
    #
    #===============================================================================
    # Updates
    # -----------------------------------------------------------------------------
    # o 4/09/10 - Started Script.
    # o 4/10/10 - Finished Script.
    # o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
    #                  customization.
    #===============================================================================
    # What's to come?
    # -----------------------------------------------------------------------------
    # o Even more icons.
    #===============================================================================
    # 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. Also,
    # feel free to change the icons towards your preference.
    #===============================================================================

    #BEGIN CUSTOMIZABLE REGION-----------------------------------------------------

    module COZZIEKUNS
      module ICONS
       TIME = 188
       GOLD = 205
       LOCATION = 153
      end
     end

     #END CUSTOMIZABLE REGION-------------------------------------------------------

    #==============================================================================
    # ** Window_MenuStatus
    #------------------------------------------------------------------------------
    #  This window displays party member status on the menu screen.
    #==============================================================================

    class Window_MenuStatus < Window_Selectable
      #--------------------------------------------------------------------------
      # * Object Initialization
      #     x : window X coordinate
      #     y : window Y coordinate
      #--------------------------------------------------------------------------
      def initialize(x, y)
        super(x, y, 424, 412)
        refresh
        self.active = false
        self.index = -1
      end
     
      #--------------------------------------------------------------------------
      # * Draw TNL (To next level)
      #     actor : actor
      #     x     : draw spot x-coordinate
      #     y     : draw spot y-coordinate
      #     width : Width
      #--------------------------------------------------------------------------
      def draw_actor_tnl(actor, x, y, width = 80)
        draw_actor_tnl_gauge(actor, x, y, width)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
        self.contents.font.color = hp_color(actor)
        last_font_size = self.contents.font.size
        xr = x + width
        if width < 120
          self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
        else
          self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
          self.contents.font.color = normal_color
          self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
          self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw TNL gauge
      #     actor : actor
      #     x     : draw spot x-coordinate
      #     y     : draw spot y-coordinate
      #     width : Width
      #--------------------------------------------------------------------------
      def draw_actor_tnl_gauge(actor, x, y, width = 100)
        gw = width * actor.exp_s / actor.next_exp_s
        gc1 = tnl_gauge_colour1
        gc2 = tnl_gauge_colour2
        self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
        self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        @item_max = $game_party.members.size
        for actor in $game_party.members
          draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
          x = 104
          y = actor.index * 96
          draw_actor_name(actor, x + 30, y)
          draw_actor_level(actor, x + 30, y + 21)
          draw_actor_state(actor, x + 150, y)
          draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
          draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
          draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
        end
      end
      #--------------------------------------------------------------------------
      # * Update cursor
      #--------------------------------------------------------------------------
      def update_cursor
        if @index < 0               # No cursor
          self.cursor_rect.empty
        elsif @index < @item_max    # Normal
          self.cursor_rect.set(0, @index * 96, contents.width, 96)
        elsif @index >= 100         # Self
          self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
        else                        # All
          self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
        end
      end
    end

    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This is a superclass of all windows in the game.
    #==============================================================================

    class Window_Base < Window
     
      #--------------------------------------------------------------------------
      # * To Next Level gauge colour 1
      #--------------------------------------------------------------------------
      def tnl_gauge_colour1
        return text_color(3)
      end
      #--------------------------------------------------------------------------
      # * To Next Level gauge colour 2
      #--------------------------------------------------------------------------
       def tnl_gauge_colour2
        return text_color(11)
      end
      #--------------------------------------------------------------------------
      # * Currency Value
      #--------------------------------------------------------------------------
      def draw_currency_value(value, x, y, width)
      cx = contents.text_size(Vocab::gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, width, WLH, value, 2)
      self.contents.font.color = system_color
      draw_icon(COZZIEKUNS::ICONS::GOLD, 0, 28)
     end
    end
    #==============================================================================
    # ** Window_Location
    #------------------------------------------------------------------------------
    #  This window displays the location.
    #==============================================================================

    class Window_Location < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize (x, y)
        super (x, y, 240, WLH + 26)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
        self.contents.draw_text(4, -4, 200, WLH, text, 2)
        draw_icon(COZZIEKUNS::ICONS::LOCATION, 0, -4)
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        if Graphics.frame_count / Graphics.frame_rate != @total_sec
          refresh
        end
      end
    end


    #==============================================================================
    # ** Window_Gold + Time
    #------------------------------------------------------------------------------
    #  This window displays the amount of gold and playtime.
    #==============================================================================

    class Window_Gold < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #     x : window X coordinate
      #     y : window Y coordinate
      #--------------------------------------------------------------------------
      def initialize(x, y)
        super(x, y, 160, WLH + 56)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        draw_currency_value($game_party.gold, 4, 28, 120)
        @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(4, 0, 120, WLH, text, 2)
        self.contents.font.color = system_color
        draw_icon(COZZIEKUNS::ICONS::TIME, 0, 0)
      end
       
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        if Graphics.frame_count / Graphics.frame_rate != @total_sec
          refresh
        end
      end
    end

    #==============================================================================
    # ** Scene_Menu
    #------------------------------------------------------------------------------
    #  This class performs the menu screen processing.
    #==============================================================================

    class Scene_Menu < Scene_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #     menu_index : command cursor's initial position
      #--------------------------------------------------------------------------
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end
      #--------------------------------------------------------------------------
      # * Start processing
      #--------------------------------------------------------------------------
      def start
        super
        create_menu_background
        @status_window = Window_MenuStatus.new(0, 2)
        create_command_window
        @gold_window = Window_Gold.new(384, 289)
        @location_window = Window_Location.new(304, 368)
     end
      #--------------------------------------------------------------------------
      # * Termination Processing
      #--------------------------------------------------------------------------
      def terminate
        super
        dispose_menu_background
        @command_window.dispose
        @gold_window.dispose
        @location_window.dispose
        @status_window.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        update_menu_background
        @command_window.update
        @gold_window.update
        @status_window.update
        @location_window.update
        if @command_window.active
          update_command_selection
        elsif @status_window.active
          update_actor_selection
        end
      end
      #--------------------------------------------------------------------------
      # * Create Command Window
      #--------------------------------------------------------------------------
      def create_command_window
        s1 = Vocab::item
        s2 = Vocab::skill
        s3 = Vocab::equip
        s4 = Vocab::status
        s5 = Vocab::save
        s6 = Vocab::game_end
        @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
        @command_window.index = @menu_index
        @command_window.x = 384
        if $game_party.members.size == 0          # If number of party members is 0
          @command_window.draw_item(0, false)     # Disable item
          @command_window.draw_item(1, false)     # Disable skill
          @command_window.draw_item(2, false)     # Disable equipment
          @command_window.draw_item(3, false)     # Disable status
        end
        if $game_system.save_disabled             # If save is forbidden
          @command_window.draw_item(4, false)     # Disable save
        end
      end
      #--------------------------------------------------------------------------
      # * Update Command Selection
      #--------------------------------------------------------------------------
      def update_command_selection
        if Input.trigger?(Input::B)
          Sound.play_cancel
          $scene = Scene_Map.new
        elsif Input.trigger?(Input::C)
          if $game_party.members.size == 0 and @command_window.index < 4
            Sound.play_buzzer
            return
          elsif $game_system.save_disabled and @command_window.index == 4
            Sound.play_buzzer
            return
          end
          Sound.play_decision
          case @command_window.index
          when 0      # Item
            $scene = Scene_Item.new
          when 1,2,3  # Skill, equipment, status
            start_actor_selection
          when 4      # Save
            $scene = Scene_File.new(true, false, false)
          when 5      # End Game
            $scene = Scene_End.new
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Start Actor Selection
      #--------------------------------------------------------------------------
      def start_actor_selection
        @command_window.active = false
        @status_window.active = true
        if $game_party.last_actor_index < @status_window.item_max
          @status_window.index = $game_party.last_actor_index
        else
          @status_window.index = 0
        end
      end
      #--------------------------------------------------------------------------
      # * End Actor Selection
      #--------------------------------------------------------------------------
      def end_actor_selection
        @command_window.active = true
        @status_window.active = false
        @status_window.index = -1
      end
      #--------------------------------------------------------------------------
      # * Update Actor Selection
      #--------------------------------------------------------------------------
      def update_actor_selection
        if Input.trigger?(Input::B)
          Sound.play_cancel
          end_actor_selection
        elsif Input.trigger?(Input::C)
          $game_party.last_actor_index = @status_window.index
          Sound.play_decision
          case @command_window.index
          when 1  # skill
            $scene = Scene_Skill.new(@status_window.index)
          when 2  # equipment
            $scene = Scene_Equip.new(@status_window.index)
          when 3  # status
            $scene = Scene_Status.new(@status_window.index)
          end
        end
      end
      end

     

    end 두개 빠뜨리신듯..

  • ?
    나이트퓨리 2010.07.08 17:46

    잘쓰겠습니다~

  • ?
    포인트팡팡 2010.07.08 17:46
    축하합니다. 나이트퓨리님은 20포인트에 당첨되셨습니다
  • ?
    ijsh515 2010.07.09 22:30

    감사합니다!!

  • ?
    OvercomE 2010.07.10 15:52

    감사합니다 ~!

  • ?
    이렐 2010.12.29 22:51

    잘쓰겠습니다~

  • ?
    사이언 2011.07.18 15:21

    감사해요


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5457
197 기타 땅파기 18 file 비극ㆍ 2010.04.19 3015
» 메뉴 Final Fantasy VII Menu System 8 비극ㆍ 2010.04.19 3509
195 기타 스크린샷 기능 14 비극ㆍ 2010.04.19 2092
194 타이틀/게임오버 타이틀에서 홈페이지 연결 17 비극ㆍ 2010.04.19 2274
193 기타 메뉴에서 애니매이션 사용! 12 비극ㆍ 2010.04.19 3024
192 기타 그림자 없애기... 3 비극ㆍ 2010.04.19 1643
191 기타 세이브 포인트 2 비극ㆍ 2010.04.19 2523
190 기타 레벨업 이펙트... 20 비극ㆍ 2010.04.19 3774
189 기타 Lock Screen 3 비극ㆍ 2010.04.19 2014
188 그래픽 토마스 에디슨(파티클 엔진 비슷) 9 file 비극ㆍ 2010.04.19 3436
187 기타 전투후 이어지는 베경음 9 비극ㆍ 2010.04.19 2192
186 이동 및 탈것 자동 이동 시스템 20 file 허걱 2010.04.21 4306
185 메뉴 매우 간단명료한 메뉴. 32 file 비극ㆍ 2010.04.23 6625
184 메시지 직접 생각해서 만든 "문장 속 특정 단어 색 바꾸기" 10 file X.66 2010.04.28 4365
183 스킬 [ultimate series]스킬,아이템 데미지계산식을 자기입맛에 맞게 고치는 스크립트 16 file EuclidE 2010.05.04 4374
182 기타 [자작]게임 실행시 파일 체크 프로그램. 또는 파일 실행기. 16 file NightWind AYARSB 2010.05.20 3195
181 원경 원경(파노라마) 바꾸기 9 file 허걱 2010.05.28 3373
180 타이틀/게임오버 Graphics Load System 1.0.1 14 file NightWind AYARSB 2010.06.10 3232
179 변수/스위치 HG_Variables : 변수 확장 시스템 11 file 허걱 2010.06.14 2958
178 퀘스트 HG_QUEST_SYSTEM 29 file 허걱 2010.06.18 4130
Board Pagination Prev 1 ... 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Next
/ 32