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최고레벨을 200으로 하고싶은데 어떻게 할 수 없나요?

Who's 잉여잉어빵

?

ㅎㅇ

 

 

Comment '8'
  • ?
    시트르산 2010.09.25 12:13

    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/   ◆              Unlimit Parameters - KGC_LimitBreak                 ◆ VX ◆
    #_/   ◇                   Last update : 2008/01/09                            ◇
    #_/   ◆                 Translatation by Touchfuzzy                           ◆
    #_/   ◆ KGC Site:                                                             ◆
    #_/   ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
    #_/-----------------------------------------------------------------------------
    #_/  Installation: Because this script overwrites many classes(given its nature)
    #_/   it must be inserted as at top of all other custom scripts.
    #_/=============================================================================
    #_/  This script allows you to go beyond the game's set limit of levels, stats
    #_/   various parameters of enemies, money in hand, and possessed items.
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

    #==============================================================================#
    #                           ★ Customization ★                                  #
    #==============================================================================#

    module KGC
     module LimitBreak
      # 0. Levels 1-99 are determined normally, all levels after 99 are determined
      # by the equation used in PARAMETER_CALC_EXP.

      # 1. The stats listed in the database are only used as variables in the
      # following equations:
      #    ax^2 + bx + c
      #    a = What is set in the Database as the level 1 score of the
      #    corresponding stat.
      #    b = What is set in the Database as the level 2 score of the
      #    corresponding stat.
      #    c = What is set in the Database as the level 3 score of the
      #    corresponding stat.
      #    x = characters current level.

      # 2. The stats listed in the database are only used as variables in the
      # following equations:
      #    bx + c
      #    b = What is set in the Database as the level 2 score of the
      #    corresponding stat.
      #    c = What is set in the Database as the level 3 score of the
      #    corresponding stat.
      #    x = characters current level.

      PARAMETER_CALC_METHOD = 0

      # The following is the equation used for level 100 up if you are using
      # PARAMETER_CALC_METHOD = 0.  The following uses the difference between the
      #  stat at level 98 and level 99 at level 100 and each level afterwords.
      PARAMETER_CALC_EXP = "(param[99] - param[98]) * (level - 99)"

      # CHARACTER MAX LEVELS
      ACTOR_FINAL_LEVEL = []  # ← DO NOT REMOVE.
      # Put in the level max you wish for individual characters here
      #   ACTOR_FINAL_LEVEL[actor ID] = max level
      # ↓ This sets the max level of Actor 1 to 999
      ACTOR_FINAL_LEVEL[1] = 999

      # This sets the max for any character who is not specifically set in the
      # above section.
      ACTOR_FINAL_LEVEL_DEFAULT = 999
      # This sets the max amount of experience a character can earn.
      ACTOR_EXP_LIMIT = 99999999

      # This sets the Max HP a character can gain.
      ACTOR_MAXHP_LIMIT     = 99999
      # This sets the Max MP a character can gain.
      ACTOR_MAXMP_LIMIT     = 99999
      # This sets the max a character gain in Attack, Defense, Spirit, and Agility.
      ACTOR_PARAMETER_LIMIT = 9999

      # This sets the Max HP an enemy can have.
      ENEMY_MAXHP_LIMIT     = 9999999
      # This sets the Max MP an enemy can have.
      ENEMY_MAXMP_LIMIT     = 9999999
      # This sets the max an enemy can have in Attack, Defense, Spirit, and Agility
      ENEMY_PARAMETER_LIMIT = 9999

      # Since you cannot put stats higher than the old maxes in the database this
      # allows you to increase the numbers written in the database.
      # Each as written as a percentage so if you wanted to multiply Max HP by 10
      # then you would enter ENEMY_MAXHP_RATE = 1000
      ENEMY_MAXHP_RATE = 100  # MaxHP
      ENEMY_MAXMP_RATE = 100  # MaxMP
      ENEMY_ATK_RATE   = 100  # Attack
      ENEMY_DEF_RATE   = 100  # Defense
      ENEMY_SPI_RATE   = 100  # Spirit
      ENEMY_AGI_RATE   = 100  # Agility

      # This sets the Max gold a character can have.
      GOLD_LIMIT = 99999999

      # This sets the Max number of items of the same kind a character can carry
      ITEM_NUMBER_LIMIT = 99

      module_function

      # The following lets you set specific stats of enemies individually.

      def set_enemy_parameters
        # Examples
        #  Enemy ID:10 Set MaxHP to 2000000
        # $data_enemies[10].maxhp = 2000000
        #  Enemy ID:16 Set Attack to 5000
        # $data_enemies[16].atk = 5000
        #  Enemy ID:20 Multiply current Defense by 2
        # $data_enemies[20].def *= 2
      end
     end
    end

    #------------------------------------------------------------------------------#

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

    module KGC::LimitBreak
      # Regular Expression Module.
      module Regexp
        # Base Item Module
        module BaseItem
          # Number Limit tag string
          NUMBER_LIMIT = /^<(?:NUMBER_LIMIT|numberlimit)[ ]*(d+)>/i
        end
      end

      module_function
      #--------------------------------------------------------------------------
      # ○ Enemy's ability correction is applied.
      #--------------------------------------------------------------------------
      def revise_enemy_parameters
        (1...$data_enemies.size).each { |i|
          enemy = $data_enemies[i]
          enemy.maxhp = enemy.maxhp * ENEMY_MAXHP_RATE / 100
          enemy.maxmp = enemy.maxmp * ENEMY_MAXMP_RATE / 100
          enemy.atk   = enemy.atk   * ENEMY_ATK_RATE   / 100
          enemy.def   = enemy.def   * ENEMY_DEF_RATE   / 100
          enemy.spi   = enemy.spi   * ENEMY_SPI_RATE   / 100
          enemy.agi   = enemy.agi   * ENEMY_AGI_RATE   / 100
        }
      end
    end

    #==============================================================================
    # ■ RPG::BaseItem
    #==============================================================================

    class RPG::BaseItem
      #--------------------------------------------------------------------------
      # ○ Generate Cache: limit Break
      #--------------------------------------------------------------------------
      def create_limit_break_cache
        @__number_limit = KGC::LimitBreak::ITEM_NUMBER_LIMIT

        @note.split(/[rn]+/).each { |line|
          if line =~ KGC::LimitBreak::Regexp::BaseItem::NUMBER_LIMIT
            # 所持数上限
            @__number_limit = $1.to_i
          end
        }
      end
      #--------------------------------------------------------------------------
      # ○ 所持数上限取得
      #--------------------------------------------------------------------------
      def number_limit
        create_limit_break_cache if @__number_limit == nil
        return @__number_limit
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Game_Battler
    #==============================================================================

    class Game_Battler
      #--------------------------------------------------------------------------
      # ● MaxHP の制限値取得
      #--------------------------------------------------------------------------
      def maxhp_limit
        return KGC::LimitBreak::ENEMY_MAXHP_LIMIT
      end
      #--------------------------------------------------------------------------
      # ○ MaxMP の制限値取得
      #--------------------------------------------------------------------------
      def maxmp_limit
        return KGC::LimitBreak::ENEMY_MAXMP_LIMIT
      end
      #--------------------------------------------------------------------------
      # ● MaxMP の取得
      #--------------------------------------------------------------------------
      def maxmp
        return [[base_maxmp + @maxmp_plus, 0].max, maxmp_limit].min
      end
      #--------------------------------------------------------------------------
      # ○ 各種パラメータの制限値取得
      #--------------------------------------------------------------------------
      def parameter_limit
        return KGC::LimitBreak::ENEMY_PARAMETER_LIMIT
      end
      #--------------------------------------------------------------------------
      # ● 攻撃力の取得
      #--------------------------------------------------------------------------
      def atk
        n = [base_atk + @atk_plus, 1].max
        states.each { |state| n *= state.atk_rate / 100.0 }
        n = [[Integer(n), 1].max, parameter_limit].min
        return n
      end
      #--------------------------------------------------------------------------
      # ● 防御力の取得
      #--------------------------------------------------------------------------
      def def
        n = [base_def + @def_plus, 1].max
        states.each { |state| n *= state.def_rate / 100.0 }
        n = [[Integer(n), 1].max, parameter_limit].min
        return n
      end
      #--------------------------------------------------------------------------
      # ● 精神力の取得
      #--------------------------------------------------------------------------
      def spi
        n = [base_spi + @spi_plus, 1].max
        states.each { |state| n *= state.spi_rate / 100.0 }
        n = [[Integer(n), 1].max, parameter_limit].min
        return n
      end
      #--------------------------------------------------------------------------
      # ● 敏捷性の取得
      #--------------------------------------------------------------------------
      def agi
        n = [base_agi + @agi_plus, 1].max
        states.each { |state| n *= state.agi_rate / 100.0 }
        n = [[Integer(n), 1].max, parameter_limit].min
        return n
      end
      #--------------------------------------------------------------------------
      # ● MaxHP の設定
      #     new_maxhp : 新しい MaxHP
      #--------------------------------------------------------------------------
      def maxhp=(new_maxhp)
        @maxhp_plus += new_maxhp - self.maxhp
        @maxhp_plus = [[@maxhp_plus, -maxhp_limit].max, maxhp_limit].min
        @hp = [@hp, self.maxhp].min
      end
      #--------------------------------------------------------------------------
      # ● MaxMP の設定
      #     new_maxmp : 新しい MaxMP
      #--------------------------------------------------------------------------
      def maxmp=(new_maxmp)
        @maxmp_plus += new_maxmp - self.maxmp
        @maxmp_plus = [[@maxmp_plus, -maxmp_limit].max, maxmp_limit].min
        @mp = [@mp, self.maxmp].min
      end
      #--------------------------------------------------------------------------
      # ● 攻撃力の設定
      #     new_atk : 新しい攻撃力
      #--------------------------------------------------------------------------
      def atk=(new_atk)
        @atk_plus += new_atk - self.atk
        @atk_plus = [[@atk_plus, -parameter_limit].max, parameter_limit].min
      end
      #--------------------------------------------------------------------------
      # ● 防御力の設定
      #     new_def : 新しい防御力
      #--------------------------------------------------------------------------
      def def=(new_def)
        @def_plus += new_def - self.def
        @def_plus = [[@def_plus, -parameter_limit].max, parameter_limit].min
      end
      #--------------------------------------------------------------------------
      # ● 精神力の設定
      #     new_spi : 新しい精神力
      #--------------------------------------------------------------------------
      def spi=(new_spi)
        @spi_plus += new_spi - self.spi
        @spi_plus = [[@spi_plus, -parameter_limit].max, parameter_limit].min
      end
      #--------------------------------------------------------------------------
      # ● 敏捷性の設定
      #     agi : 新しい敏捷性
      #--------------------------------------------------------------------------
      def agi=(new_agi)
        @agi_plus += new_agi - self.agi
        @agi_plus = [[@agi_plus, -parameter_limit].max, parameter_limit].min
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Game_Actor
    #==============================================================================

    class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # ● 経験値計算
      #--------------------------------------------------------------------------
      def make_exp_list
        @exp_list = Array.new(final_level + 2)
        @exp_list[1] = @exp_list[final_level + 1] = 0
        m = actor.exp_basis
        n = 0.75 + actor.exp_inflation / 200.0
        (2..final_level).each { |i|
          @exp_list[i] = @exp_list[i-1] + Integer(m)
          m *= 1 + n
          n *= 0.9
        }
      end
      #--------------------------------------------------------------------------
      # ○ 最終レベルの取得
      #--------------------------------------------------------------------------
      def final_level
        n = KGC::LimitBreak::ACTOR_FINAL_LEVEL[self.id]
        return (n != nil ? n : KGC::LimitBreak::ACTOR_FINAL_LEVEL_DEFAULT)
      end
      #--------------------------------------------------------------------------
      # ● MaxHP の制限値取得
      #--------------------------------------------------------------------------
      def maxhp_limit
        return KGC::LimitBreak::ACTOR_MAXHP_LIMIT
      end
      #--------------------------------------------------------------------------
      # ○ MaxMP の制限値取得
      #--------------------------------------------------------------------------
      def maxmp_limit
        return KGC::LimitBreak::ACTOR_MAXMP_LIMIT
      end
      #--------------------------------------------------------------------------
      # ○ 各種パラメータの制限値取得
      #--------------------------------------------------------------------------
      def parameter_limit
        return KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
      end
      #--------------------------------------------------------------------------
      # ○ 経験値の制限値取得
      #--------------------------------------------------------------------------
      def exp_limit
        return KGC::LimitBreak::ACTOR_EXP_LIMIT
      end
      #--------------------------------------------------------------------------
      # ● 経験値の変更
      #     exp  : 新しい経験値
      #     show : レベルアップ表示フラグ
      #--------------------------------------------------------------------------
      def change_exp(exp, show)
        last_level = @level
        last_skills = skills
        @exp = [[exp, exp_limit].min, 0].max
        while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
          level_up
        end
        while @exp < @exp_list[@level]
          level_down
        end
        @hp = [@hp, maxhp].min
        @mp = [@mp, maxmp].min
        if show && @level > last_level
          display_level_up(skills - last_skills)
        end
      end
      #--------------------------------------------------------------------------
      # ● レベルの変更
      #     level : 新しいレベル
      #     show  : レベルアップ表示フラグ
      #--------------------------------------------------------------------------
      def change_level(level, show)
        level = [[level, final_level].min, 1].max
        change_exp(@exp_list[level], show)
      end
      #--------------------------------------------------------------------------
    # ○기본 파라미터의 취득
      #--------------------------------------------------------------------------
      def base_parameter(type)
        case KGC::LimitBreak::PARAMETER_CALC_METHOD
        when 0  # 수식 정의
          if @level >= 100
            calc_text = KGC::LimitBreak::PARAMETER_CALC_EXP.dup
            calc_text.gsub!(/level/i) { "@level" }
            calc_text.gsub!(/param[(d+)]/i) {
              "actor.parameters[type, #{$1.to_i}]"
            }
            return actor.parameters[type, 99] + eval(calc_text)
          end
        when 1  # 일차 함수
          a = actor.parameters[type, 1]
          b = actor.parameters[type, 2]
          c = actor.parameters[type, 3]
          return ((a * @level + b) * @level + c)
        when 2  # 일차 함수
          b = actor.parameters[type, 2]
          c = actor.parameters[type, 3]
          return (b * @level + c)
        end
        return actor.parameters[type, @level]
      end
      #--------------------------------------------------------------------------
      # ● 基本 MaxHP の取得
      #--------------------------------------------------------------------------
      def base_maxhp
        return base_parameter(0)
      end
      #--------------------------------------------------------------------------
      # ● 基本 MaxMP の取得
      #--------------------------------------------------------------------------
      def base_maxmp
        return base_parameter(1)
      end
      #--------------------------------------------------------------------------
      # ● 基本攻撃力の取得
      #--------------------------------------------------------------------------
      def base_atk
        n = base_parameter(2)
        equips.compact.each { |item| n += item.atk }
        return n
      end
      #--------------------------------------------------------------------------
      # ● 基本防御力の取得
      #--------------------------------------------------------------------------
      def base_def
        n = base_parameter(3)
        equips.compact.each { |item| n += item.def }
        return n
      end
      #--------------------------------------------------------------------------
      # ● 基本精神力の取得
      #--------------------------------------------------------------------------
      def base_spi
        n = base_parameter(4)
        equips.compact.each { |item| n += item.spi }
        return n
      end
      #--------------------------------------------------------------------------
      # ● 基本敏捷性の取得
      #--------------------------------------------------------------------------
      def base_agi
        n = base_parameter(5)
        equips.compact.each { |item| n += item.agi }
        return n
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Game_Party
    #==============================================================================

    class Game_Party < Game_Unit
      #--------------------------------------------------------------------------
      # ○ 所持金の制限値取得
      #--------------------------------------------------------------------------
      def gold_limit
        return KGC::LimitBreak::GOLD_LIMIT
      end
      #--------------------------------------------------------------------------
      # ● ゴールドの増加 (減少)
      #     n : 金額
      #--------------------------------------------------------------------------
      def gain_gold(n)
        @gold = [[@gold + n, 0].max, gold_limit].min
      end
      #--------------------------------------------------------------------------
      # ● アイテムの増加 (減少)
      #     item          : アイテム
      #     n             : 個数
      #     include_equip : 装備品も含める
      #--------------------------------------------------------------------------
      def gain_item(item, n, include_equip = false)
        number = item_number(item)
        case item
        when RPG::Item
          @items[item.id] = [[number + n, 0].max, item.number_limit].min
        when RPG::Weapon
          @weapons[item.id] = [[number + n, 0].max, item.number_limit].min
        when RPG::Armor
          @armors[item.id] = [[number + n, 0].max, item.number_limit].min
        end
        n += number
        if include_equip && n < 0
          members.each { |actor|
            while n < 0 && actor.equips.include?(item)
              actor.discard_equip(item)
              n += 1
            end
          }
        end
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Window_ShopBuy
    #==============================================================================

    class Window_ShopBuy < Window_Selectable
      #--------------------------------------------------------------------------
      # ● 項目の描画
      #     index : 項目番号
      #--------------------------------------------------------------------------
      def draw_item(index)
        item = @data[index]
        number = $game_party.item_number(item)
        enabled = (item.price <= $game_party.gold && number < item.number_limit)
        rect = item_rect(index)
        self.contents.clear_rect(rect)
        draw_item_name(item, rect.x, rect.y, enabled)
        rect.width -= 4
        self.contents.draw_text(rect, item.price, 2)
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Scene_Title
    #==============================================================================

    class Scene_Title < Scene_Base
      #--------------------------------------------------------------------------
      # ● データベースのロード
      #--------------------------------------------------------------------------
      alias load_database_KGC_LimitBreak load_database
      def load_database
        load_database_KGC_LimitBreak

        set_enemy_parameters
      end
      #--------------------------------------------------------------------------
      # ● 戦闘テスト用データベースのロード
      #--------------------------------------------------------------------------
      alias load_bt_database_KGC_LimitBreak load_bt_database
      def load_bt_database
        load_bt_database_KGC_LimitBreak

        set_enemy_parameters
      end
      #--------------------------------------------------------------------------
      # ○ エネミーの能力値を設定
      #--------------------------------------------------------------------------
      def set_enemy_parameters
        KGC::LimitBreak.revise_enemy_parameters
        KGC::LimitBreak.set_enemy_parameters
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Scene_File
    #==============================================================================

    class Scene_File < Scene_Base
      #--------------------------------------------------------------------------
      # ● セーブデータの読み込み
      #     file : 読み込み用ファイルオブジェクト (オープン済み)
      #--------------------------------------------------------------------------
      alias read_save_data_KGC_LimitBreak read_save_data
      def read_save_data(file)
        read_save_data_KGC_LimitBreak(file)

        (1...$data_actors.size).each { |i|
          actor = $game_actors[i]
          actor.make_exp_list
          # レベル上限チェック
          if actor.level > actor.final_level
            while actor.level > actor.final_level
              actor.level_down
            end
            # 減少した HP などを反映させるためのおまじない
            actor.change_level(actor.final_level, false)
          end
        }
      end
    end

    #==================================End Class===================================#

    #==============================================================================
    # ■ Scene_Shop
    #==============================================================================

    class Scene_Shop < Scene_Base
      #--------------------------------------------------------------------------
      # ● 購入アイテム選択の更新
      #--------------------------------------------------------------------------
      def update_buy_selection
        @status_window.item = @buy_window.item
        if Input.trigger?(Input::B)
          Sound.play_cancel
          @command_window.active = true
          @dummy_window.visible = true
          @buy_window.active = false
          @buy_window.visible = false
          @status_window.visible = false
          @status_window.item = nil
          @help_window.set_text("")
          return
        end
        if Input.trigger?(Input::C)
          @item = @buy_window.item
          number = $game_party.item_number(@item)
          if @item == nil || @item.price > $game_party.gold ||
              number == @item.number_limit
            Sound.play_buzzer
          else
            Sound.play_decision
            max = (@item.price == 0 ?
              @item.number_limit : $game_party.gold / @item.price)
            max = [max, @item.number_limit - number].min
            @buy_window.active = false
            @buy_window.visible = false
            @number_window.set(@item, max, @item.price)
            @number_window.active = true
            @number_window.visible = true
          end
        end
      end
    end

    #==================================End Class===================================#

    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
    #_/  The original untranslated version of this script can be found here:
    # http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=limit_break
    #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

     

  • ?
    시트르산 2010.09.25 12:14

    위의 스크립트를 쓰시고, 최고레벨 200 맞추시려면

    스크립트 60번째 줄에

     

      ACTOR_FINAL_LEVEL_DEFAULT = 999


    의 999를 200으로 바꾸어주세요

  • ?
    포인트팡팡 2010.09.25 12:14
    축하합니다. 시트르산님은 60포인트에 당첨되셨습니다
  • ?
    잉여잉어빵 2010.09.25 15:37

    아.  감사합니다.

    잘쓸게요 .^^

  • profile
    세데르 밀리스 2010.10.19 21:54
    잘 참고하겠습니다 ㅎㅎ
  • ?
    잉여잉어빵 2010.09.25 15:45

    ...최고레벨 9000까지 올라가네요.. 잘하면 50000도 갈수 있을 듯...

  • ?
    박보영 2010.09.25 17:59

    시트르산님 고맙습니다~

  • ?
    잉여잉어빵 2010.09.26 19:56

    시트르산님 이제 그만 회수해서 돌아가시는게....


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