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		<title>VX 스크립트</title>
		<link>https://avangs.info/rgss_vx</link>
		<description></description>
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		<language>ko</language>
		<pubDate>Thu, 20 Aug 2026 04:30:17 +0900</pubDate>
		<generator>Rhymix</generator>
			<item>
			<title>현재있는 파티원 선택 레벨업 아이템 만들기</title>
			<link>https://avangs.info/rgss_vx/1580403</link>
				<description>&lt;p&gt;텍스트에 있는 스크립트를 &lt;/p&gt; &lt;p&gt;추가해주시면 됩니다.&lt;/p&gt; &lt;p&gt;&lt;img width=&quot;631&quot; height=&quot;542&quot; class=&quot;__se_object&quot; style=&quot;width:631px;height:542px;&quot; alt=&quot;1.PNG&quot; src=&quot;http://blogfiles.naver.net/20160606_33/bluelove794_1465224777529eq8v3_PNG/1.PNG&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img width=&quot;345&quot; height=&quot;149&quot; class=&quot;__se_object&quot; style=&quot;width:345px;height:149px;&quot; alt=&quot;2.PNG&quot; src=&quot;http://blogfiles.naver.net/20160606_247/bluelove794_1465224777742E46ir_PNG/2.PNG&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img width=&quot;546&quot; height=&quot;121&quot; class=&quot;__se_object&quot; style=&quot;width:546px;height:121px;&quot; alt=&quot;3.PNG&quot; src=&quot;http://blogfiles.naver.net/20160606_205/bluelove794_1465224778032723Yk_PNG/3.PNG&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img width=&quot;538&quot; height=&quot;284&quot; class=&quot;__se_object&quot; style=&quot;width:538px;height:284px;&quot; alt=&quot;4.PNG&quot; src=&quot;http://blogfiles.naver.net/20160606_235/bluelove794_1465224778210w3Hvf_PNG/4.PNG&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img width=&quot;472&quot; height=&quot;170&quot; class=&quot;__se_object&quot; style=&quot;width:472px;height:170px;&quot; alt=&quot;5.PNG&quot; src=&quot;http://blogfiles.naver.net/20160606_251/bluelove794_1465224778361RKKBM_PNG/5.PNG&quot; /&gt; &lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>아이템</category>				<dc:creator>싸패</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1580403</guid>
	<comments>https://avangs.info/rgss_vx/1580403#comment</comments>			<pubDate>Mon, 06 Jun 2016 23:57:00 +0900</pubDate>
		</item><item>
			<title>세이브 파일 개수 16개로 늘리기 (기본 세이브 엔진용)</title>
			<link>https://avangs.info/rgss_vx/1485343</link>
				<description>&lt;p style=&quot;font-size:12px;&quot;&gt;첨부파일에 있는 txt 또는 rb 파일을 받아서 Materials 밑에 새 스크립트로 추가하면 됩니다.&lt;/p&gt; &lt;p style=&quot;font-size:12px;&quot;&gt;[주의] 이 스크립트 파일은 기본 세이브 엔진에 적용하기 위한 파일입니다. 독자적인 세이브 엔진을 채용한 게임에는 사용하지 않는 것을 권장합니다.&lt;/p&gt; &lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;font-size:12px;&quot;&gt;예제 파일은 제 블로그에 있습니다. &lt;strong&gt;&lt;a href=&quot;http://parkjuwan.tistory.com/80&quot; target=&quot;_blank&quot;&gt;[포스트 바로가기]&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>저장</category>				<dc:creator>Bunny_Boy</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1485343</guid>
	<comments>https://avangs.info/rgss_vx/1485343#comment</comments>			<pubDate>Mon, 07 Sep 2015 23:38:48 +0900</pubDate>
		</item><item>
			<title>[RPG VX] 턴알 스킬 쿨타임 스크립트! (잘돌아감)</title>
			<link>https://avangs.info/rgss_vx/1480817</link>
				<description>&lt;p&gt;일단은 출저를 밝힙니다.&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://rmrk.net/index.php?topic=41079.0&quot;&gt;http://rmrk.net/index.php?topic=41079.0&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;스리야씨가 이미 올려놓은 스킬쿨타임 스크립트가 있기는 하였지만,&lt;/p&gt; &lt;p&gt;그 스크립트는 파티가 2명이상일때 심각한 문제점이 있습니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;일단은 첫번째케릭이 스킬을쓰면. 쿨타임이 정상적으로 돌아갑니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;그런대 큰 오류가 하나있는대.&lt;/p&gt; &lt;p&gt;첫번째 액터가 행동을 하나해놓고, 두번째 액터가 명령을 취소해서 다시 첫번째 액터 행동으로 넘어가면, 쿨타임이 한턴 줄어있습니다.&lt;/p&gt; &lt;p&gt;ㅡ.. 즉 이것만 알면 쿨타임은 없는것이나 마찬가지란겁니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;그런대 이 스크립트는 그런게 없는듯 하더군요. 구글에서 검색하고 번역기돌리면서 스크립트 뒤지다가 운좋게 발견한 스크립트입니다.&lt;/p&gt; &lt;p&gt;사용법은 스킬의 메모 NoteBox일수도 있음.&lt;/p&gt; &lt;p&gt;그곳에&lt;/p&gt; &lt;p&gt;\charge[X]&lt;/p&gt; &lt;p&gt;라고 입력하면 X만큼 쿨타임이 적용됩니다.(X자리에 숫자를 넣는것을 모르는 바보는 없길바란다.)&lt;/p&gt; &lt;p&gt;예를들어서&lt;/p&gt; &lt;p&gt;\charge[2]&lt;/p&gt; &lt;p&gt;라고 메모에 적어두면, 사용후 두턴이 지나야만 사용이 가능해집니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;그럼 밑에부터가 스크립트입니다. 스크립트자체를 딱히 건드릴 필요는 없을겁니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# Recharge Skills&lt;br /&gt;# Version: 1.0.1&lt;br /&gt;# Author: modern algebra (rmrk.net)&lt;br /&gt;# Date: 1 March 2013&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Description:&lt;br /&gt;#&lt;br /&gt;# This allows you to make it so that skills can be set to need to recharge&lt;br /&gt;# after use. In other words, you can make it so that once an actor uses Heal,&lt;br /&gt;# he or she cannot use Heal again for x number of turns. This script will &lt;br /&gt;# also allow you to make items, weapons, and states that can increase or&lt;br /&gt;# reduce the amount of time it takes to recharge a skill, as well as create&lt;br /&gt;# items and skills that can immediately recharge any skills that are charging&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Instructions:&lt;br /&gt;#&lt;br /&gt;# Place this script in its own slot in the Script Editor (F11), above Main&lt;br /&gt;# but below any other custom scripts you might have.&lt;br /&gt;#&lt;br /&gt;# Configuration is fairly easy. To specify how long a skill needs to take to&lt;br /&gt;# recharge, all you need to do is place the following code in its notebox:&lt;br /&gt;# \charge[x]&lt;br /&gt;# where x is the number of turns you want it to be unavailable for after &lt;br /&gt;# using it. It must be a positive integer.&lt;br /&gt;#&lt;br /&gt;# Example:&lt;br /&gt;# \recharge[2] # Will wait two turns before you can use this skill again&lt;br /&gt;#&lt;br /&gt;# To set either an item or skill so that, when used, it will refresh all &lt;br /&gt;# skills and get rid of any remaining charges so that all skills will be &lt;br /&gt;# available, all you need to do is put the following code in the notebox:&lt;br /&gt;# \refresh&lt;br /&gt;#&lt;br /&gt;# To set a weapon, armor, state, or enemy to reduce or increase the default&lt;br /&gt;# charge times of a skill, all you need to do is use the following code:&lt;br /&gt;# \recharge[x]&lt;br /&gt;#&lt;br /&gt;# You can also specify recharge modifiers by class or actor. See the &lt;br /&gt;# Configurable Region at line 57 for instructions on setting those up. All &lt;br /&gt;# recharge modifiers stack, so if your class normally adds 1 and an armor the &lt;br /&gt;# actor wears adds 2, then it will take 3 extra turns to recharge the skill. &lt;br /&gt;# Also, recharge mods will only add to skills that have a recharge time to &lt;br /&gt;# begin with. &lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# *** RPG&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# New Constants - CLASS_RECHARGE_MODS, ACTOR_RECHARGE_MODS&lt;br /&gt;# Modified classes - UsableItem, Skill, Weapon, Armor, State, Enemy&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;module RPG&lt;/p&gt; &lt;p&gt;#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\&lt;br /&gt;# CONFIGURABLE REGION&lt;br /&gt;#``````````````````````````````````````````````````````````````````````````````&lt;br /&gt;# Here, you can set recharge modifiers for classes and actors, thus allowing&lt;br /&gt;# the recharge times to be different depending on which actor and what class.&lt;br /&gt;# They both work the same basic way:&lt;br /&gt;#&lt;br /&gt;# CLASS_RECHARGE_MODS&lt;br /&gt;# Each line should look as follows (omitting the &amp;lt; and &amp;gt;):&lt;br /&gt;# &lt;br /&gt;# &amp;lt;class ID&amp;gt; =&amp;gt; &amp;lt;modifier&amp;gt;,&lt;br /&gt;#&lt;br /&gt;# class ID : the ID of the class you want to modify. So, by default,&lt;br /&gt;# 1 would be Paladin, 2 would be Warrior, 3 would be Priest, etc...&lt;br /&gt;# modifier : this can either be an integer or a positive decimal number. &lt;br /&gt;# If an integer, it will add it to the number of turns. If a decimal &lt;br /&gt;# number, it will multiply it by the number of turns.&lt;br /&gt;#&lt;br /&gt;# If you don&#039;t do a line for a class, then it defaults to 0 modifier.&lt;br /&gt;# Remember to put a comma after EVERY one of these lines, except the last.&lt;br /&gt;#&lt;br /&gt;# EXAMPLES:&lt;br /&gt;# 2 =&amp;gt; 1,&lt;br /&gt;# Whenever an actor with class 2 uses a skill, it will take one extra turn &lt;br /&gt;# to recharge than it would normally. So, if a skill should take 3 turns &lt;br /&gt;# to recharge, it will take 4 turns for actors with this class.&lt;br /&gt;# 7 =&amp;gt; 0.5,&lt;br /&gt;# Whenever an actor with class 7 uses a skill, it will take only half as &lt;br /&gt;# long to recharge as it would normally. If a skill takes 6 turns &lt;br /&gt;# normally, it will take 3 turns to recharge for actors with this class.&lt;br /&gt;#&lt;br /&gt;# ACTOR_RECHARGE_MODS&lt;br /&gt;# This works the same way, except with actor ID instead of class ID:&lt;br /&gt;#&lt;br /&gt;# &amp;lt;actor ID&amp;gt; =&amp;gt; &amp;lt;modifier&amp;gt;,&lt;br /&gt;# actor ID : the ID of the actor. So, by default, 1 would be Ralph, &lt;br /&gt;# 2 would be Ulrika, etc...&lt;br /&gt;# modifier : same as at line 71.&lt;br /&gt;#&lt;br /&gt;# If you don&#039;t do a line for a class, then it defaults to 0 modifier.&lt;br /&gt;# Remember to put a comma after EVERY one of these lines, except the last.&lt;br /&gt;#&lt;br /&gt;# EXAMPLES:&lt;br /&gt;# 4 =&amp;gt; -2,&lt;br /&gt;# Whenever Actor 4 uses a skill, it takes 2 less turns to charge. So if &lt;br /&gt;# the skill normally takes 5 turns, it will take only 3 turns for actor 4.&lt;br /&gt;# 7 =&amp;gt; 2.5,&lt;br /&gt;# Whenever Actor 7 uses a skill it 250% longer to recharge. So if a skill&lt;br /&gt;# normally takes 2 turns, it will take 5 turns for actor 7.&lt;br /&gt;#&lt;br /&gt;# You can also change an actor&#039;s recharge modifier in game with a script call:&lt;br /&gt;# $game_actors[&amp;lt;actor ID&amp;gt;] = &amp;lt;modifier&amp;gt;&lt;br /&gt;#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;CLASS_RECHARGE_MODS = { # &amp;lt;- Do not touch.&lt;br /&gt; 1 =&amp;gt; 0,&lt;br /&gt; 2 =&amp;gt; 1.0,&lt;br /&gt;} # &amp;lt;- Do not touch.&lt;br /&gt;ACTOR_RECHARGE_MODS = { # &amp;lt;- Do not touch.&lt;br /&gt; 1 =&amp;gt; 0,&lt;br /&gt; 2 =&amp;gt; 1.0,&lt;br /&gt;} # &amp;lt;- Do not touch.&lt;br /&gt;#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;# END CONFIGURABLE REGION&lt;br /&gt;#//////////////////////////////////////////////////////////////////////////////&lt;br /&gt;CLASS_RECHARGE_MODS.default = 0&lt;br /&gt;ACTOR_RECHARGE_MODS.default = 0&lt;br /&gt; &lt;br /&gt;#==============================================================================&lt;br /&gt;# ** UsableItem&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# new method - refresh_charges?&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class UsableItem&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Refresh&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def refresh_charges?&lt;br /&gt; return (self.note[/\\REFRESH/i] != nil)&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Skill&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# new method - charge_time&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Skill&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Charge Time&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def recharge_time&lt;br /&gt; return self.note[/\\CHARGE\[(\d+)\]/i] != nil ? $1.to_i : 0&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Weapon, Armor, State, Enemy&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# new method - recharge_mod&lt;br /&gt;# aliased method - ma_reset_note_values (if have Note Editor)&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;[&quot;Weapon&quot;, &quot;Armor&quot;, &quot;State&quot;, &quot;Enemy&quot;].each { |class_name| &lt;/p&gt; &lt;p&gt;RS_REGEXP = &quot;/\\\\RECHARGE\\[(-?\\d+)(%?)\\]/i&quot;&lt;/p&gt; &lt;p&gt;CLDEF = &amp;lt;&amp;lt;__END__&lt;br /&gt;class #{class_name}&lt;br /&gt; def recharge_mod&lt;br /&gt; if &lt;a href=&quot;mailto:!@recharge_mod&quot;&gt;!@recharge_mod&lt;/a&gt;&lt;br /&gt; if self.note[#{RS_REGEXP}] != nil&lt;br /&gt; if $2.empty?&lt;br /&gt; @recharge_mod = $1.to_i&lt;br /&gt; else&lt;br /&gt; x = $1.to_f / 100.0&lt;br /&gt; @recharge_mod = x &amp;gt;= 0 ? x : -1*x&lt;br /&gt; end&lt;br /&gt; else&lt;br /&gt; @recharge_mod = 0&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; return @recharge_mod&lt;br /&gt; end&lt;br /&gt; if self.method_defined? (:ma_reset_note_values)&lt;br /&gt; alias ma_rchrg_restnot_8ik3 ma_reset_note_values&lt;br /&gt; def ma_reset_note_values (*args)&lt;br /&gt; ma_rchrg_restnot_8ik3 (*args) # Run Original Method&lt;br /&gt; @recharge_mod = nil&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;br /&gt;__END__&lt;/p&gt; &lt;p&gt;eval (CLDEF)&lt;/p&gt; &lt;p&gt;}&lt;/p&gt; &lt;p&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Game_Battler&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# aliased methods - initialize; skill_can_use?; skill_test; skill_effect;&lt;br /&gt;# item_test; item_effect&lt;br /&gt;# new methods - set_skill_recharge; update_skill_recharge; recharge_mod&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Game_Battler&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Object Initialization&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias ma_skilchrg_initz_5tg2 initialize&lt;br /&gt; def initialize (*args)&lt;br /&gt; @sc_turns_count = {}&lt;br /&gt; @sc_turns_count.default = 0&lt;br /&gt; ma_skilchrg_initz_5tg2 (*args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Check if Can Use Skill&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias malgbr_chrgskil_canus_9dv4 skill_can_use?&lt;br /&gt; def skill_can_use? (skill, *args)&lt;br /&gt; return false if @sc_turns_count[skill.id] &amp;gt; 0&lt;br /&gt; return malgbr_chrgskil_canus_9dv4 (skill, *args) # Return Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Skill Test&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias mal_rchrgskl_tst_4wp9 skill_test&lt;br /&gt; def skill_test (user, skill, *args)&lt;br /&gt; return true if skill.refresh_charges? &amp;amp;&amp;amp; &lt;a href=&quot;mailto:!@sc_turns_count.empty&quot;&gt;!@sc_turns_count.empty&lt;/a&gt;?&lt;br /&gt; return mal_rchrgskl_tst_4wp9 (user, skill, *args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Skill Effect&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias mgba_rchrgskil_efct_2ok7 skill_effect&lt;br /&gt; def skill_effect (user, skill, *args)&lt;br /&gt; @sc_turns_count.clear if skill.refresh_charges?&lt;br /&gt; mgba_rchrgskil_efct_2ok7 (user, skill, *args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Item Test&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias mogb_rchrg_itmtest_6yh2 item_test&lt;br /&gt; def item_test (user, item, *args)&lt;br /&gt; return true if item.refresh_charges? &amp;amp;&amp;amp; &lt;a href=&quot;mailto:!@sc_turns_count.empty&quot;&gt;!@sc_turns_count.empty&lt;/a&gt;?&lt;br /&gt; return mogb_rchrg_itmtest_6yh2 (user, item, *args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Item Effect&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias malga_rechrge_itmeffect_5th3 item_effect&lt;br /&gt; def item_effect (user, item, *args)&lt;br /&gt; @sc_turns_count.clear if item.refresh_charges?&lt;br /&gt; malga_rechrge_itmeffect_5th3 (user, item, *args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Set Charge&lt;br /&gt; # skill : the skill used&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def set_skill_recharge (skill)&lt;br /&gt; return if skill.recharge_time == 0&lt;br /&gt; @sc_turns_count[skill.id] = skill.recharge_time&lt;br /&gt; direct, percent = recharge_mod&lt;br /&gt; @sc_turns_count[skill.id] += direct&lt;br /&gt; @sc_turns_count[skill.id] = (@sc_turns_count[skill.id] * percent).round&lt;br /&gt; @sc_turns_count[skill.id] += 1&lt;br /&gt; @sc_turns_count.delete (skill.id) if @sc_turns_count[skill.id] &amp;lt; 1&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Clear Charge&lt;br /&gt; # skill : the skill used&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def clear_skill_recharge(skill_id = 0)&lt;br /&gt; if skill_id == 0&lt;br /&gt; @sc_turns_count.clear&lt;br /&gt; else&lt;br /&gt; @sc_turns_count.delete(skill_id)&lt;br /&gt; end &lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Update Charges&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def update_skill_recharge&lt;br /&gt; for i in @sc_turns_count.keys&lt;br /&gt; @sc_turns_count[i] -= 1&lt;br /&gt; @sc_turns_count.delete (i) if @sc_turns_count[i] &amp;lt;= 0&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Recharge Mod&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def recharge_mod&lt;br /&gt; direct, percent = 0, 1.0&lt;br /&gt; states.each { |state|&lt;br /&gt; x = state.recharge_mod&lt;br /&gt; x.is_a? (Float) ? percent *= x : direct += x&lt;br /&gt; }&lt;br /&gt; return direct, percent&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Game_Actor&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# aliased method - setup&lt;br /&gt;# redefined super method - recharge_mod&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Game_Actor&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Public Instance Variables&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; attr_accessor :base_recharge&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Actor Setup&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias malgb_rechrg_initz_8ik2 setup&lt;br /&gt; def setup (*args)&lt;br /&gt; malgb_rechrg_initz_8ik2 (*args) # Run Original Method&lt;br /&gt; @base_recharge = RPG::ACTOR_RECHARGE_MODS[@actor_id]&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Recharge Mod&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def recharge_mod&lt;br /&gt; direct, percent = super&lt;br /&gt; class_mod = RPG::CLASS_RECHARGE_MODS[class_id]&lt;br /&gt; class_mod.is_a? (Float) ? percent *= class_mod : direct += class_mod&lt;br /&gt; @base_recharge.is_a? (Float) ? percent *= @base_recharge : direct += @base_recharge&lt;br /&gt; equips.compact.each { |equip|&lt;br /&gt; x = equip.recharge_mod&lt;br /&gt; x.is_a? (Float) ? percent *= x : direct += x&lt;br /&gt; }&lt;br /&gt; return direct, percent&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Game_Enemy&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# redefined super method - recharge_mod&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Game_Enemy&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Recharge Mod&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; def recharge_mod&lt;br /&gt; direct, percent = super&lt;br /&gt; x = enemy.recharge_mod&lt;br /&gt; x.is_a? (Float) ? percent *= x : direct += x&lt;br /&gt; return direct, percent&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ** Scene_Battle&lt;br /&gt;#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++&lt;br /&gt;# Summary of Changes:&lt;br /&gt;# aliased methods - execute_action_skill; turn_end&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Battle&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * Execute Battle Action: Skill&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias modrn_chrg_exactskil_5th3 execute_action_skill&lt;br /&gt; def execute_action_skill (*args)&lt;br /&gt; modrn_chrg_exactskil_5th3 (*args) # Run Original Method&lt;br /&gt; @active_battler.set_skill_recharge (@active_battler.action.skill)&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * End Turn&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias morba_chrgskl_endturn_4tx1 turn_end&lt;br /&gt; def turn_end (*args)&lt;br /&gt; if args[0] &amp;amp;&amp;amp; args[0].is_a? (Game_Battler) # Tankentai ATB Compatibility&lt;br /&gt; args[0].update_skill_recharge&lt;br /&gt; else&lt;br /&gt; ($game_troop.members + $game_party.members).each { |battler| battler.update_skill_recharge }&lt;br /&gt; end&lt;br /&gt; morba_chrgskl_endturn_4tx1 (*args) # Run Original Method&lt;br /&gt; end&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; # * End Battle&lt;br /&gt; #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt; alias marc_batlend_4kb6 battle_end&lt;br /&gt; def battle_end(*args)&lt;br /&gt; $game_party.members.each { |actor| actor.clear_skill_recharge }&lt;br /&gt; marc_batlend_4kb6(*args) # Call Original Method&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;####&lt;/p&gt; &lt;p&gt;여기까지가 스크립트.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;추가로 번역을 하려다가 말았는대. 솔직히 스크립트부분 번역이 필요없이 노트박스만 쓰면 되니 그냥 적지않았습니다.&lt;/p&gt; &lt;p&gt;참고로 recharge[]라는것도 있던대 전잘모르겟어욤 ㅇㅂㅇ...&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;그리고!&lt;/p&gt; &lt;p&gt;눈팅족들!&lt;/p&gt; &lt;p&gt;내가이걸 몇시간걸려서 찾았는대 자네는 댓글하나 안쓰고 가져가는가!!!&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;댓글좀...&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>스킬</category>				<dc:creator>듀란테</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1480817</guid>
	<comments>https://avangs.info/rgss_vx/1480817#comment</comments>			<pubDate>Tue, 18 Aug 2015 20:33:07 +0900</pubDate>
		</item><item>
			<title>KGC - 커스텀 메뉴 커멘드  (번역)</title>
			<link>https://avangs.info/rgss_vx/1473711</link>
				<description>&lt;p&gt;일단 원문 링크 올리겠습니다.&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://ytomy.sakura.ne.jp/tkool/rpgtech/php/tech.php?tool=VX&amp;amp;cat=tech_vx/menu&amp;amp;tech=custom_menu_command&quot;&gt;http://ytomy.sakura.ne.jp/tkool/rpgtech/php/tech.php?tool=VX&amp;amp;cat=tech_vx/menu&amp;amp;tech=custom_menu_command&lt;/a&gt;&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;그리고 이것은, 주석부분을 제가 번역해서 올린겁니다.&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;구글 번역기로 한것이라 맞을지 않맞을지 확실하게는 몰라서, 문제가 생기면 원문링크로 가서 스크립트를 확인해봐주시길 바랍니다.&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;참고로 만약 중복이면 말씀해주세요.&lt;/p&gt; &lt;p&gt;자삭합니다.&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;#여기 밑부터 스크립트입니다. ↓&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;# _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /&lt;br /&gt; # _ / ◆ 사용자 지정 메뉴 명령 - KGC_CustomMenuCommand ◆ VX ◆&lt;br /&gt; # _ / ◇ Last update : 2008/08/28 ◇&lt;br /&gt; # _ / ----------------------------------------------- -----------------------------&lt;br /&gt; # _ / 메뉴 명령을 자유롭게 정렬합니다.&lt;br /&gt; # _ / =============================================== =============================&lt;br /&gt; # _ / 재정이 많기 때문에 가능한 &quot;소재&quot;의 상단에 배치하십시오.&lt;br /&gt; # _ / &quot;레쿠토루과 검은 사자 문장&quot;덤 스크립트 아래에 소개합니다.&lt;br /&gt; # _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /&lt;/p&gt; &lt;p&gt; # ================================================= =============================&lt;br /&gt; # ★ 사용자 정의 항목 - Customize ★&lt;br /&gt; # ================================================= =============================&lt;/p&gt; &lt;p&gt;module KGC&lt;br /&gt;module CustomMenuCommand&lt;br /&gt;# ◆ 메뉴 명령 목록&lt;br /&gt; # 메뉴 화면에 표시되는 명령을 &quot;표시 할 순서&quot;에 설명합니다.&lt;br /&gt; # 사용하지 않는 명령은 쓰지 않아도 상관 없습니다.&lt;br /&gt; # ** 대응표 **&lt;br /&gt; # 0 .. 아이템 1 .. 스킬 2 .. 장비 3 .. 상태 4 .. 세이브 5 .. 게임 종료&lt;br /&gt; #&lt;br /&gt; # ** 다음은 해당 기능을 도입하지 않으면 사용할 수 없습니다.&lt;br /&gt; # 10 .. 파티 편성 (멀티 파티)&lt;br /&gt; # 11..AP 뷰어 (스킬 습득 장비)&lt;br /&gt; # 12 .. 스킬 설정 (스킬 CP 제)&lt;br /&gt; # 13 .. 난이도 설정 (전투 난이도)&lt;br /&gt; # 14 .. 매개 변수 배분 (매개 변수 배분)&lt;br /&gt; # 15 .. 몬스터 도감 (몬스터 도감)&lt;br /&gt; #&lt;br /&gt; # ** 다음은 &quot;레쿠토루과 검은 사자 문장&quot;덤 스크립트&lt;br /&gt; # ** [ExMenu_CustomCommand] 용입니다.&lt;br /&gt; # ** &#039;줄거리&#039;등을 추가하는 경우에 사용하십시오.&lt;br /&gt; # 100 .. 명령 1 개째&lt;br /&gt; # 101 .. 명령 2 번째&lt;br /&gt; # 102 .. 명령 3 번째&lt;br /&gt; # (이후 199까지 사용 가능)&lt;br /&gt; MENU_COMMANDS = [0, 1, 2, 3, 12, 14, 11, 10, 13, 100, 15, 4, 5]&lt;/p&gt; &lt;p&gt; # ◆ 메뉴 명령의 최대 행수&lt;br /&gt; ROW_MAX = 10&lt;br /&gt;end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;$imported = {} if $imported == nil&lt;br /&gt;$imported[&quot;CustomMenuCommand&quot;] = true&lt;/p&gt; &lt;p&gt;module KGC::CustomMenuCommand&lt;br /&gt; # [ExMenu_CustomCommand] 도입판정&lt;br /&gt; EXMNU_CTCMD_OK = defined?(EXMNU_CTCMD_COMMANDS)&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# □ KGC::Commands&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;module KGC&lt;br /&gt;module Commands&lt;br /&gt; module_function&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 상태 화면 호출&lt;br /&gt; # actor_index : 배우 인덱스&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_status(actor_index = 0)&lt;br /&gt; return if $game_temp.in_battle&lt;br /&gt; $game_temp.next_scene = :menu_status&lt;br /&gt; $game_temp.next_scene_actor_index = actor_index&lt;br /&gt; $game_temp.menu_command_index = {}&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 아이템 화면의 호출&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_item&lt;br /&gt; return if $game_temp.in_battle&lt;br /&gt; $game_temp.next_scene = :menu_item&lt;br /&gt; $game_temp.next_scene_actor_index = 0&lt;br /&gt; $game_temp.menu_command_index = {}&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 스킬 화면의 호출&lt;br /&gt; # actor_index : 배우 인덱스&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_skill(actor_index = 0)&lt;br /&gt; return if $game_temp.in_battle&lt;br /&gt; $game_temp.next_scene = :menu_skill&lt;br /&gt; $game_temp.next_scene_actor_index = actor_index&lt;br /&gt; $game_temp.menu_command_index = {}&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 장비 화면의 호출&lt;br /&gt; # actor_index : 배우 인덱스&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_equip(actor_index = 0)&lt;br /&gt; return if $game_temp.in_battle&lt;br /&gt; $game_temp.next_scene = :menu_equip&lt;br /&gt; $game_temp.next_scene_actor_index = actor_index&lt;br /&gt; $game_temp.menu_command_index = {}&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;class Game_Interpreter&lt;br /&gt; include KGC::Commands&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Game_Temp&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Game_Temp&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 공개 인스턴스 변수&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; attr_accessor :menu_command_index #메뉴 명령의 인덱스&lt;br /&gt; attr_accessor :next_scene_actor_index # 다음 장면의 배우 인덱스&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 객체 초기화&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; alias initialize_KGC_CustomMenuCommand initialize&lt;br /&gt; def initialize&lt;br /&gt; initialize_KGC_CustomMenuCommand&lt;/p&gt; &lt;p&gt; @menu_command_index = {}&lt;br /&gt; @next_scene_actor_index = 0&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Map&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Map &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 화면 전환 실행&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; alias update_scene_change_KGC_CustomMenuCommand update_scene_change&lt;br /&gt; def update_scene_change&lt;br /&gt; return if $game_player.moving? # 플레이어의 이동 중?&lt;/p&gt; &lt;p&gt; case $game_temp.next_scene&lt;br /&gt; when :menu_item&lt;br /&gt; call_menu_item&lt;br /&gt; when :menu_skill&lt;br /&gt; call_menu_skill&lt;br /&gt; when :menu_equip&lt;br /&gt; call_menu_equip&lt;br /&gt; when :menu_status&lt;br /&gt; call_menu_status&lt;br /&gt; else&lt;br /&gt; update_scene_change_KGC_CustomMenuCommand&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 아이템 화면으로 전환&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_menu_item&lt;br /&gt; $game_temp.next_scene = nil&lt;br /&gt; $scene = Scene_Item.new&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 스킬 화면으로 전환&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_menu_skill&lt;br /&gt; $game_temp.next_scene = nil&lt;br /&gt; $scene = Scene_Skill.new($game_temp.next_scene_actor_index)&lt;br /&gt; $game_temp.next_scene_actor_index = 0&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 장비 화면으로 전환&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_menu_equip&lt;br /&gt; $game_temp.next_scene = nil&lt;br /&gt; $scene = Scene_Equip.new($game_temp.next_scene_actor_index)&lt;br /&gt; $game_temp.next_scene_actor_index = 0&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 상태 화면으로 전환&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def call_menu_status&lt;br /&gt; $game_temp.next_scene = nil&lt;br /&gt; $scene = Scene_Status.new($game_temp.next_scene_actor_index)&lt;br /&gt; $game_temp.next_scene_actor_index = 0&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Menu&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Menu &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 명령 창 만들기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def create_command_window&lt;br /&gt; commands = create_command_list&lt;br /&gt; @command_window = Window_Command.new(160, commands)&lt;br /&gt; @command_window.height = [@command_window.height,&lt;br /&gt; KGC::CustomMenuCommand::ROW_MAX * Window_Base::WLH + 32].min&lt;br /&gt; @command_window.index = [@menu_index, commands.size - 1].min&lt;br /&gt; set_command_enabled&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 명령 목록 작성&lt;br /&gt; # 명령 이름의 목록을 반환한다.&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def create_command_list&lt;br /&gt; commands = []&lt;br /&gt; index_list = {}&lt;br /&gt; @exmenu_command_scene = {}&lt;br /&gt; @disabled_command_index = []&lt;/p&gt; &lt;p&gt; KGC::CustomMenuCommand::MENU_COMMANDS.each_with_index { |c, i|&lt;br /&gt; case c&lt;br /&gt; when 0 # 아이템&lt;br /&gt; index_list[:item] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.item&lt;br /&gt; when 1 # 스킬&lt;br /&gt; index_list[:skill] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.skill&lt;br /&gt; when 2 # 장비&lt;br /&gt; index_list[:equip] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.equip&lt;br /&gt; when 3 # 상태&lt;br /&gt; index_list[:status] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.status&lt;br /&gt; when 4 # 저장&lt;br /&gt; index_list[:save] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.save&lt;br /&gt; when 5 # 게임 종료&lt;br /&gt; index_list[:game_end] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.game_end&lt;br /&gt; when 10 # 파티 편성&lt;br /&gt; next unless $imported[&quot;LargeParty&quot;]&lt;br /&gt; index_list[:partyform] = commands.size&lt;br /&gt; @__command_partyform_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.partyform&lt;br /&gt; when 11 # AP 뷰어&lt;br /&gt; next unless $imported[&quot;EquipLearnSkill&quot;]&lt;br /&gt; index_list[:ap_viewer] = commands.size&lt;br /&gt; @__command_ap_viewer_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.ap_viewer&lt;br /&gt; when 12 # 스킬 설정&lt;br /&gt; next unless $imported[&quot;SkillCPSystem&quot;]&lt;br /&gt; index_list[:set_battle_skill] = commands.size&lt;br /&gt; @__command_set_battle_skill_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.set_battle_skill&lt;br /&gt; when 13 # 전투 난이도&lt;br /&gt; next unless $imported[&quot;BattleDifficulty&quot;]&lt;br /&gt; index_list[:set_difficulty] = commands.size&lt;br /&gt; @__command_set_difficulty_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; KGC::BattleDifficulty.get[:name]&lt;br /&gt; when 14 # 매개 변수 배분&lt;br /&gt; next unless $imported[&quot;DistributeParameter&quot;]&lt;br /&gt; index_list[:distribute_parameter] = commands.size&lt;br /&gt; @__command_distribute_parameter_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.distribute_parameter&lt;br /&gt; when 15 # 몬스터 도감&lt;br /&gt; next unless $imported[&quot;EnemyGuide&quot;]&lt;br /&gt; index_list[:enemy_guide] = commands.size&lt;br /&gt; @__command_enemy_guide_index = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.enemy_guide&lt;br /&gt; when 100..199 # ExMenu_CustomCommand&lt;br /&gt; next unless KGC::CustomMenuCommand::EXMNU_CTCMD_OK # 사용 불가라면 다음&lt;br /&gt; excommand = EXMNU_CTCMD_COMMANDS[c - 100] # 명령 index 취득&lt;br /&gt; unless command_visible?(excommand) || command_inputable?(excommand)&lt;br /&gt; next # 보이지 않는이면 다음&lt;br /&gt; end&lt;br /&gt; index_list[excommand[2]] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; excommand[2]&lt;br /&gt; @exmenu_command_scene[excommand[2]] = excommand[3]&lt;br /&gt; end&lt;br /&gt; }&lt;br /&gt; $game_temp.menu_command_index = index_list&lt;br /&gt; return commands&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 명령의 유효 상태 설정&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def set_command_enabled&lt;br /&gt; disable_items = []&lt;br /&gt; # 파티 인원이 0 명인 경우&lt;br /&gt; if $game_party.members.size == 0&lt;br /&gt; disable_items.push(:item, :skill, :equip, :status, :partyform,&lt;br /&gt; :ap_viewer, :set_battle_skill, :distribute_parameter)&lt;br /&gt; end&lt;br /&gt; # 저장 금지의 경우&lt;br /&gt; if $game_system.save_disabled&lt;br /&gt; disable_items.push(:save)&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # 파티 편성 금지의 경우&lt;br /&gt; if $imported[&quot;LargeParty&quot;] &amp;amp;&amp;amp; !$game_party.partyform_enable?&lt;br /&gt; disable_items.push(:partyform)&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # [ExMenu_CustomCommand] 판정&lt;br /&gt; if KGC::CustomMenuCommand::EXMNU_CTCMD_OK&lt;br /&gt; disable_items += get_exmenu_disable_commands&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # 지정 항목을 비활성화&lt;br /&gt; disable_items.each { |i|&lt;br /&gt; if $game_temp.menu_command_index.has_key?(i)&lt;br /&gt; index = $game_temp.menu_command_index[i]&lt;br /&gt; @command_window.draw_item(index, false)&lt;br /&gt; @disabled_command_index &amp;lt;&amp;lt; index&lt;br /&gt; end&lt;br /&gt; }&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ [ExMenu_CustomCommand] 잘못된 명령 취득&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def get_exmenu_disable_commands&lt;br /&gt; disable_items = []&lt;br /&gt; $game_temp.menu_command_index.each { |k, v|&lt;br /&gt; next unless k.is_a?(String)&lt;br /&gt; # 해당 명령 찾기&lt;br /&gt; command = EXMNU_CTCMD_COMMANDS.find { |c| c[2] == k }&lt;br /&gt; next if command == nil&lt;br /&gt; # 유효 상태를 판정&lt;br /&gt; unless command_inputable?(command)&lt;br /&gt; disable_items.push(k)&lt;br /&gt; end&lt;br /&gt; }&lt;br /&gt; return disable_items&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 명령 선택의 업데이트&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def update_command_selection&lt;br /&gt; if Input.trigger?(Input::B)&lt;br /&gt; Sound.play_cancel&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; elsif Input.trigger?(Input::C)&lt;br /&gt; index = @command_window.index&lt;br /&gt; unless command_enabled?(index) # 잘못된 명령&lt;br /&gt; Sound.play_buzzer&lt;br /&gt; return&lt;br /&gt; end&lt;br /&gt; Sound.play_decision&lt;/p&gt; &lt;p&gt; # [ExMenu_CustomCommand]&lt;br /&gt; excommand = nil&lt;br /&gt; if KGC::CustomMenuCommand::EXMNU_CTCMD_OK&lt;br /&gt; excommand = @command_window.commands[index]&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # 전환 장면 판정&lt;br /&gt; case index&lt;br /&gt; when $game_temp.menu_command_index[:item] # 아이템&lt;br /&gt; $scene = Scene_Item.new&lt;br /&gt; when $game_temp.menu_command_index[:skill], # 기술, 장비, 상태&lt;br /&gt; $game_temp.menu_command_index[:equip],&lt;br /&gt; $game_temp.menu_command_index[:status]&lt;br /&gt; start_actor_selection&lt;br /&gt; when $game_temp.menu_command_index[:save] # 저장&lt;br /&gt; $scene = Scene_File.new(true, false, false)&lt;br /&gt; when $game_temp.menu_command_index[:game_end] # 게임 종료&lt;br /&gt; $scene = Scene_End.new&lt;br /&gt; when $game_temp.menu_command_index[excommand] # [ExMenu_CustomCommand]&lt;br /&gt; $game_party.last_menu_index = index&lt;br /&gt; $scene = eval(&quot;&lt;a href=&quot;mailto:#%7B@exmenu_command_scene%5Bexcommand%5D%7D.new&quot;&gt;#{@exmenu_command_scene[excommand]}.new&lt;/a&gt;&quot;)&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ○ 명령 유효 판정&lt;br /&gt; # index : 명령 index&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def command_enabled?(index)&lt;br /&gt; # メニュー&lt;br /&gt; if $game_system.save_disabled &amp;amp;&amp;amp;&lt;br /&gt; index == $game_temp.menu_command_index[:save]&lt;br /&gt; return false&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # [ExMenu_CustomCommand]&lt;br /&gt; if KGC::CustomMenuCommand::EXMNU_CTCMD_OK&lt;br /&gt; command = @command_window.commands[index]&lt;br /&gt; if @disabled_command_index.include?($game_temp.menu_command_index[command])&lt;br /&gt; return false&lt;br /&gt; end&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; # メンバー 0 人&lt;br /&gt; if $game_party.members.size == 0 &amp;amp;&amp;amp;&lt;br /&gt; @disabled_command_index.include?(index)&lt;br /&gt; return false&lt;br /&gt; end&lt;/p&gt; &lt;p&gt; return true&lt;br /&gt; end&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 액터 선택의 업데이트&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def update_actor_selection&lt;br /&gt; if Input.trigger?(Input::B)&lt;br /&gt; Sound.play_cancel&lt;br /&gt; end_actor_selection&lt;br /&gt; elsif Input.trigger?(Input::C)&lt;br /&gt; $game_party.last_actor_index = @status_window.index&lt;br /&gt; Sound.play_decision&lt;/p&gt; &lt;p&gt; case @command_window.index&lt;br /&gt; when $game_temp.menu_command_index[:skill] # 스킬&lt;br /&gt; $scene = Scene_Skill.new(@status_window.index)&lt;br /&gt; when $game_temp.menu_command_index[:equip] # 장비&lt;br /&gt; $scene = Scene_Equip.new(@status_window.index)&lt;br /&gt; when $game_temp.menu_command_index[:status] # 상태&lt;br /&gt; $scene = Scene_Status.new(@status_window.index)&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Item&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Item &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def return_scene&lt;br /&gt; if $game_temp.menu_command_index.has_key?(:item)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:item])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Skill&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Skill &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def return_scene&lt;br /&gt; if $game_temp.menu_command_index.has_key?(:skill)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Equip&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Equip &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def return_scene&lt;br /&gt; if $game_temp.menu_command_index.has_key?(:equip)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_Status&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_Status &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def return_scene&lt;br /&gt; if $game_temp.menu_command_index.has_key?(:status)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:status])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_File&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_File &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; alias return_scene_KGC_CustomMenuCommand return_scene&lt;br /&gt; def return_scene&lt;br /&gt; if @from_title || @from_event&lt;br /&gt; return_scene_KGC_CustomMenuCommand&lt;br /&gt; elsif $game_temp.menu_command_index.has_key?(:save)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:save])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;/p&gt; &lt;p&gt;#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★&lt;/p&gt; &lt;p&gt;#==============================================================================&lt;br /&gt;# ■ Scene_End&lt;br /&gt;#==============================================================================&lt;/p&gt; &lt;p&gt;class Scene_End &amp;lt; Scene_Base&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; # ● 원래 화면으로 돌아 가기&lt;br /&gt; #--------------------------------------------------------------------------&lt;br /&gt; def return_scene&lt;br /&gt; if $game_temp.menu_command_index.has_key?(:game_end)&lt;br /&gt; $scene = Scene_Menu.new($game_temp.menu_command_index[:game_end])&lt;br /&gt; else&lt;br /&gt; $scene = Scene_Map.new&lt;br /&gt; end&lt;br /&gt; end&lt;br /&gt;end&lt;br /&gt;&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;#여기까지가 스크립트 ↑&lt;/p&gt; &lt;p&gt;일단 제가 아는부분에서 간단하게 사용방법을 가르쳐 드리자면&lt;/p&gt; &lt;p&gt; when 0 # 아이템&lt;br /&gt; index_list[:item] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.item&lt;br /&gt; when 1 # 스킬&lt;br /&gt; index_list[:skill] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.skill&lt;br /&gt; when 2 # 장비&lt;br /&gt; index_list[:equip] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.equip&lt;br /&gt; when 3 # 상태&lt;br /&gt; index_list[:status] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.status&lt;br /&gt; when 4 # 저장&lt;br /&gt; index_list[:save] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.save&lt;br /&gt; when 5 # 게임 종료&lt;br /&gt; index_list[:game_end] = commands.size&lt;br /&gt; commands &amp;lt;&amp;lt; Vocab.game_end&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;스크립트의 요부분에서 when 0,1,2,3,4,5 이부분에 숫자를 바꾸시면 메뉴창의 순서도 바뀝니다.(굳이 위치를 옮길 필요는 없음)&lt;/p&gt; &lt;p&gt;예시로, When 0인 아이템을 When 3으로 바꾸고 When 3인 상태를 When 0으로 바꿔주시면&lt;/p&gt; &lt;p&gt;메뉴창을 킬경우&lt;/p&gt; &lt;p&gt; 상태, 스킬, 장비, 아이템, 저장, 게임 종료&lt;/p&gt; &lt;p&gt;이순으로 설정됩니다.&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;그럼 이만 스피드웨건은 쿨하게 물러나지.&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>메뉴</category>				<dc:creator>듀란테</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1473711</guid>
	<comments>https://avangs.info/rgss_vx/1473711#comment</comments>			<pubDate>Mon, 27 Jul 2015 15:40:41 +0900</pubDate>
		</item><item>
			<title>Etude87&#039;s Menu Editor for VX</title>
			<link>https://avangs.info/rgss_vx/1415107</link>
				<description>&lt;p style=&quot;text-align: center; clear: none; float: none;&quot;&gt;&lt;img class=&quot;txc-image&quot; src=&quot;http://cfile1.uf.tistory.com/image/2230934B54B51A6E01E816&quot; height=&quot;416&quot; width=&quot;544&quot; /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: center;&quot;&gt;Download : &lt;a target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/426&quot;&gt;http://eternalworld.tistory.com/426&lt;/a&gt;&lt;/p&gt; &lt;p style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;프로그램에 대하여&lt;br /&gt;&lt;/p&gt; &lt;/div&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; Etude87&#039;s Menu Editor for VX(이하 EMV)는 RPG Maker VX에서 사용 가능한 메뉴씬 스크립트를 제작하는 프로그램입니다. RPG Maker VX Ace로 제작되었던 EME(&lt;a class=&quot;tx-link&quot; target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/417&quot;&gt;http://eternalworld.tistory.com/417&lt;/a&gt;)를 VX에 맞게 수정 했으며 런타임 패키지(이하 RTP)가 필요하지 않습니다. 스크립트 수정할 여력이 되지 않는 초보자를 대상으로 제작된 간단한 프로그램입니다. 보다 간단히 커스텀 하는 것 이상의 기능을 바란다면 본 프로그램 보다는 무료 배포되는 스크립트쪽을 추천합니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; 기본 마우스 조작이며, 우클릭시 각종 설정 메뉴가 나타납니다. 키보드는 몇몇 용어 편집 등에서만 사용됩니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; 커스텀씬을 사용하는의 경우 EMV로 생성한 스크립트보다 위에 위치해야 합니다.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;사용된 외부소재&lt;/p&gt; &lt;/div&gt;&lt;br /&gt;&amp;nbsp; 허걱(etcholic)님께서 작성하신 InputEX+기반으로 제작되었습니다.&lt;br /&gt;&amp;nbsp; 네이버의 나눔고딕폰트가 사용되었습니다.&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;주의사항&lt;/p&gt; &lt;/div&gt;&lt;p&gt;&lt;br /&gt;&amp;nbsp; 본 프로그램내 버그 등의 문제가 생길 경우 직접 배포한 곳에만 다시 게재하므로 무단배포를 금합니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&amp;nbsp; 본 프로그램으로 작성한 스크립트를 다른 메뉴 스크립트와 사용시 정상적으로 작동하지 않을 수 있습니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;수정내역&lt;/p&gt; &lt;/div&gt;&lt;br /&gt;&lt;p&gt;&amp;nbsp; 1.0.1 : 첫 배포&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.2 : English version cursor image bug fixed&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.3 : update_actor_selection bug fixed&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.4 : update_command_selection bug fixed&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.5 : update_actor_selection bug fixed&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.6 : status window invisible bug fixed&lt;/p&gt; &lt;p&gt;&amp;nbsp; 1.0.7 : create_command_window bug fixed&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;실기영상&lt;/p&gt; &lt;/div&gt;&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: center;&quot;&gt;&lt;iframe src=&quot;//www.youtube.com/embed/aSPQQbPSdp8&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;480&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&amp;nbsp; RPG Maker VX Ace로 제작되었던 EME(&lt;a class=&quot;tx-link&quot; target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/417&quot;&gt;http://eternalworld.tistory.com/417&lt;/a&gt;)의 실기영상입니다만, 작동 및 사용법은 동일하므로 여기에 소개합니다.&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;제작 후기&lt;br /&gt;&lt;/p&gt; &lt;/div&gt;&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&amp;nbsp; EME 제작후기에서 밝혔던 바와 같이 RPG Maker VX용은 원래 제작 예정에 없던 물건입니다만, 생각해보니 RPG Maker VX를 사용할 필요 없이 그냥 EME를 뜯어고치면 되겠다 싶어 작업을 진행했습니다.&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;div style=&quot;border-style: solid; border-width: 1px; border-color: rgb(193, 193, 193); background-color: rgb(238, 238, 238); padding: 10px;&quot; class=&quot;txc-textbox&quot;&gt;&lt;p&gt;도움 주신 분들&lt;br /&gt;&lt;/p&gt; &lt;/div&gt;&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left;&quot;&gt;&amp;nbsp; Lamancha, 말라야, 영상에서본여자, 유우키(케이린), cutyperson&lt;/p&gt; &lt;menu id=&quot;userscript-search-by-image&quot; type=&quot;context&quot;&gt; &lt;menuitem label=&quot;Search Google with this image&quot; icon=&quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAAlwSFlzAAAK6wAACusBgosNWgAAABx0RVh0U29mdHdhcmUAQWRvYmUgRmlyZXdvcmtzIENTNXG14zYAAAElSURBVDiNY/z//z8DJYCRkIKsthv/kRX9Z2BgmFalARdiIcaGKZXqcH5O+01U+ay2G3MYGBiSiXUmmofnsBDSjEUTMkiBe2Eq1JnZ7TcZBHhZGNythBl0lLkZODmYGX7++sdw/sZnhl3H3zF8+voHwwsYFkR5ijNICLMzTF31hOHnr38MHGxMDJlhMgwv3vxkWL7jJYpaJmzu0lTigWtmYGBg+PHrH8P0VU8YtJV5MNRiNYCfmxmuGQZ+/PrHwMmOqRyrAX///WfgYEOV4mBjwjAUpwHHL31iyA6XgRvCwcbEkBUmw3DuxmcMtVgDkYONicHLVoTBSJOXgYONieHHz38Ml+98Ydh88DXDtx//CBtACmBiYGCYS4H+OYyU5kasgUgKAADN8WLFzlj9rgAAAABJRU5ErkJggg==&quot;&gt;&lt;/menuitem&gt; &lt;/menu&gt;&lt;menu id=&quot;userscript-search-by-image&quot; type=&quot;context&quot;&gt; &lt;menuitem label=&quot;Search Google with this image&quot; icon=&quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAAlwSFlzAAAK6wAACusBgosNWgAAABx0RVh0U29mdHdhcmUAQWRvYmUgRmlyZXdvcmtzIENTNXG14zYAAAElSURBVDiNY/z//z8DJYCRkIKsthv/kRX9Z2BgmFalARdiIcaGKZXqcH5O+01U+ay2G3MYGBiSiXUmmofnsBDSjEUTMkiBe2Eq1JnZ7TcZBHhZGNythBl0lLkZODmYGX7++sdw/sZnhl3H3zF8+voHwwsYFkR5ijNICLMzTF31hOHnr38MHGxMDJlhMgwv3vxkWL7jJYpaJmzu0lTigWtmYGBg+PHrH8P0VU8YtJV5MNRiNYCfmxmuGQZ+/PrHwMmOqRyrAX///WfgYEOV4mBjwjAUpwHHL31iyA6XgRvCwcbEkBUmw3DuxmcMtVgDkYONicHLVoTBSJOXgYONieHHz38Ml+98Ydh88DXDtx//CBtACmBiYGCYS4H+OYyU5kasgUgKAADN8WLFzlj9rgAAAABJRU5ErkJggg==&quot;&gt;&lt;/menuitem&gt; &lt;/menu&gt;&lt;menu id=&quot;userscript-search-by-image&quot; type=&quot;context&quot;&gt; &lt;menuitem label=&quot;Search Google with this image&quot; icon=&quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAAlwSFlzAAAK6wAACusBgosNWgAAABx0RVh0U29mdHdhcmUAQWRvYmUgRmlyZXdvcmtzIENTNXG14zYAAAElSURBVDiNY/z//z8DJYCRkIKsthv/kRX9Z2BgmFalARdiIcaGKZXqcH5O+01U+ay2G3MYGBiSiXUmmofnsBDSjEUTMkiBe2Eq1JnZ7TcZBHhZGNythBl0lLkZODmYGX7++sdw/sZnhl3H3zF8+voHwwsYFkR5ijNICLMzTF31hOHnr38MHGxMDJlhMgwv3vxkWL7jJYpaJmzu0lTigWtmYGBg+PHrH8P0VU8YtJV5MNRiNYCfmxmuGQZ+/PrHwMmOqRyrAX///WfgYEOV4mBjwjAUpwHHL31iyA6XgRvCwcbEkBUmw3DuxmcMtVgDkYONicHLVoTBSJOXgYONieHHz38Ml+98Ydh88DXDtx//CBtACmBiYGCYS4H+OYyU5kasgUgKAADN8WLFzlj9rgAAAABJRU5ErkJggg==&quot;&gt;&lt;/menuitem&gt; &lt;/menu&gt;</description>
		<category>VX 스크립트</category>	<category>메뉴</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1415107</guid>
	<comments>https://avangs.info/rgss_vx/1415107#comment</comments>			<pubDate>Wed, 14 Jan 2015 00:36:19 +0900</pubDate>
		</item><item>
			<title>Gamepad Extender VX</title>
			<link>https://avangs.info/rgss_vx/1412374</link>
				<description>&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://forums.rpgmakerweb.com/index.php?/topic/2544-gamepad-extender-vx/&quot;&gt;http://forums.rpgmakerweb.com/index.php?/topic/2544-gamepad-extender-vx/&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; Lone Wolf님의 RPG Maker VX Ace용으로 나왔던 Gamepad Extender의 VX 버전입니다. 사용 가능한 버튼의 수를 두 배로, 아날로그 스틱 및 트리거에 쉽게 액세스, 기본 힘 피드백 제어, 동시에 최대 네 개의 컨트롤러를 지원 등의 기능을 지니고 있으며 얼핏보니 기본 설정으로는 false 지만 진동에 대해서도 건드리고 있는 듯 합니다.&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>기타</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1412374</guid>
	<comments>https://avangs.info/rgss_vx/1412374#comment</comments>			<pubDate>Fri, 02 Jan 2015 19:05:06 +0900</pubDate>
		</item><item>
			<title>DerVVulfman&#039;s Tileset Reader VX Bug Fix</title>
			<link>https://avangs.info/rgss_vx/1397725</link>
				<description>&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/421&quot;&gt;http://eternalworld.tistory.com/421&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; DerVVulfman님의 Tileset Reader VX ver.2.1(&lt;a target=&quot;_blank&quot; href=&quot;http://save-point.org/thread-2499.html&quot;&gt;http://save-point.org/thread-2499.html&lt;/a&gt;)에서 통행 불가 체크를 시작 좌표와 도착 좌표 모두 동일한 방향으로 해서 통행판정이 이상하게되는 부분을 수정했습니다. 재정의 방식을 사용하기 때문에 해당 부분을 찾아서 교체해주시거나 Tileset Reader VX보다 아래쪽에 추가해주시면 됩니다.&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>버그픽스</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1397725</guid>
	<comments>https://avangs.info/rgss_vx/1397725#comment</comments>			<pubDate>Sun, 16 Nov 2014 19:52:52 +0900</pubDate>
		</item><item>
			<title>방어구 착용시 최대HP, MP증가 스크립트(턴알)</title>
			<link>https://avangs.info/rgss_vx/1395064</link>
				<description>&lt;p&gt;자작은 아니고 예전 &#039;아이미르&#039;, &#039;허걱&#039; 님께서 간단히 제작하신 것을 살짝 수정한 스크립트입니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;스크립 게시판이 아니라 묻고답하기 답글로 되어있던 거라서 해당 내용을 이쪽 게시글로 새로이 올려봅니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;스크립 전문지식이 없어 할줄 모르는 관계로... 두개를 합치면 좋겠지만 HP와 MP 두개의 스크립트로 나누었습니다. &lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;RPG VX 턴제 기본전투에 쓰이는 스크립트입니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;[사용법] &lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;첨부된 스크립트를 main 위쪽에 붙여넣어 주시고&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;데이터 베이스의 방어구 작성 란에 &#039;메모&#039; 란에다가 아래 예시처럼 적어 넣으시면 됩니다.&lt;/p&gt; &lt;p&gt;예시) &amp;lt;maxhp=100&amp;gt; 이러면 최대 HP가 +100됩니다. 장비를 해제하면 그만큼 다시 줄어듭니다.&lt;/p&gt; &lt;p&gt; &amp;lt;maxmp=40&amp;gt; MP 스크립트의 경우도 마찬가지로 이렇게 적으면 최대MP가 +40됩니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;이 스크립트들은 &#039;방어구&#039;에만 적용되고, 무기에다가 이 스크립을 적용하고 싶으시면 아래의 방법을 쓰면 됩니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;스크립트 편집창에서 14번, 15번째 줄&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;for armor in armors.compact&lt;br /&gt;result += armor.note =~ /&amp;lt;maxhp=(\d+)\s*&amp;gt;/i ? $1.to_i : 0 &lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;이 부분에서 armor를 weapon으로 고치고&lt;/p&gt; &lt;p&gt;armors를 weapons로 고치면&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;for weapon in weapons.compact&lt;br /&gt;result += weapon.note =~ /&amp;lt;maxhp=(\d+)\s*&amp;gt;/i ? $1.to_i : 0 &lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;이렇게 되면 무기에 적용되는 스크립트로 고칠 수 있습니다. (위의 예시는 HP 스크립트입니다. MP스크립트에도 마찬가지로 고치면 됩니다)&lt;/p&gt; &lt;p&gt;그리고 나서 데이터베이스 무기 &#039;메모&#039; 란에다가 사용법의 예시대로 적어넣으면 됩니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;무기, 방어구에 모두 적용하고 싶으면,&lt;/p&gt; &lt;p&gt;번거롭겠지만 기존에 있던 스크립트를 복사한 후 weapon으로 전부 고치면 되겠네요.&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>장비</category>				<dc:creator>기관차</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1395064</guid>
	<comments>https://avangs.info/rgss_vx/1395064#comment</comments>			<pubDate>Thu, 06 Nov 2014 16:18:21 +0900</pubDate>
		</item><item>
			<title>Etude87_Ace_Style_Formation_Change ver.1.01</title>
			<link>https://avangs.info/rgss_vx/1385636</link>
				<description>&lt;p style=&quot;text-align: center;&quot;&gt;&lt;iframe src=&quot;//www.youtube.com/embed/F0sUpn0yVKs&quot; allowfullscreen=&quot;&quot; height=&quot;480&quot; width=&quot;640&quot; frameborder=&quot;0&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;/p&gt; &lt;br /&gt; &lt;p style=&quot;text-align: center;&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/420&quot;&gt;http://eternalworld.tistory.com/420&lt;/a&gt;&lt;/p&gt; &lt;br /&gt; &lt;p&gt;&amp;nbsp; RPG Maker VX Ace의 포메이션 변경 기능을 VX용으로 이식했습니다. 타 작업을 하면서 나온 부산물입니다. 별도의 커스텀 메뉴 스크립트를 사용하고 있을 경우 호환되지 않을 수 있습니다.&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>메뉴</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1385636</guid>
	<comments>https://avangs.info/rgss_vx/1385636#comment</comments>			<pubDate>Sun, 05 Oct 2014 14:15:27 +0900</pubDate>
		</item><item>
			<title>해외 제작자 He Who Jets님의 마우스 스크립트(mouse system)</title>
			<link>https://avangs.info/rgss_vx/1384122</link>
				<description>&lt;p&gt;이 사이트 출처를 남기겠습니다&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://www.rpgmakervx.net/index.php?showtopic=47130&quot;&gt;http://www.rpgmakervx.net/index.php?showtopic=47130&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;제가 써봤는데 정말 좋은 스크립트입니다&lt;/p&gt; &lt;p&gt;마우스 조작 게임을 만들고 싶은 분들에게는 좋은 스크립트 입니다&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>키입력</category>				<dc:creator>보자기군</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1384122</guid>
	<comments>https://avangs.info/rgss_vx/1384122#comment</comments>			<pubDate>Tue, 30 Sep 2014 21:35:42 +0900</pubDate>
		</item><item>
			<title>Etude87 Dialogue History Scene</title>
			<link>https://avangs.info/rgss_vx/1360546</link>
				<description>&lt;p align=&quot;center&quot;&gt;&lt;img src=&quot;http://avangs.iptime.org/files/attach/images/254356/546/360/001/b0b5cb407f3ec0b20eefd66cbd328d4f.png&quot; alt=&quot;2014_07_07_12_01_22_1.png&quot; height=&quot;444&quot; width=&quot;550&quot; /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/416&quot;&gt;http://eternalworld.tistory.com/416&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; MOG - Scroll Bar for VX를 기반으로 작성된 스크립트 입니다. 씬을 불러와 지나간 대사를 열람할 수 있습니다. 출력하는 대사를 자동으로 기록합니다.(일부 메시지 스크립트와 문제 있을 수 있습니다.)&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; 씬의 호출은 $scene = Scene_Dialogue.new 로 해주시면 됩니다. $game_dialogue.off를 통해서 대사 기록을 중단할 수 있습니다. 다시 기록을 재개하고 싶다면 $game_dialogue.on를 사용하시면 됩니다.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; 선택지는 기록되지 않습니다.&amp;nbsp; 필요하다면 $game_dialogue.add_log(&quot;추가할 대사&quot;) 이런식으로 따로 추가해주세요.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p align=&quot;center&quot;&gt;&lt;iframe src=&quot;//www.youtube.com/embed/sZ2lk8hJRlE&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;480&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p align=&quot;center&quot;&gt;( △ 실기영상 )&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>메시지</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1360546</guid>
	<comments>https://avangs.info/rgss_vx/1360546#comment</comments>			<pubDate>Mon, 07 Jul 2014 12:08:38 +0900</pubDate>
		</item><item>
			<title>MOG - Scroll Bar for VX</title>
			<link>https://avangs.info/rgss_vx/1360313</link>
				<description>&lt;p style=&quot;text-align: center; clear: none; float: none;&quot;&gt;&lt;span class=&quot;imageblock&quot; style=&quot;display:inline-block;width:550px;;height:auto&quot;&gt;&lt;span dir=&quot;http://cfile8.uf.tistory.com/original/247E324153B9049A2C929A&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://avangs.iptime.org/files/attach/images/254356/313/360/001/1562e48ec198e47bf3c1475d1b4ce9dc.png&quot; alt=&quot;2014_07_06_17_10_12_1.png&quot; height=&quot;444&quot; width=&quot;550&quot; /&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;/p&gt; &lt;p style=&quot;text-align: left; clear: none; float: none;&quot;&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style=&quot;text-align: center;&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://eternalworld.tistory.com/415&quot;&gt;http://eternalworld.tistory.com/415&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp; 개인적으로 좋아하는 스크립트인 Moghunter님의 MOG - Scroll Bar(RGSS3)를 RPG Maker VX(RGSS2)용으로 수정해 보았습니다. RPG Maker Ace(RGSS3)를 위한 원본 스크립트는 &lt;a class=&quot;tx-link&quot; target=&quot;_blank&quot; href=&quot;http://www.atelier-rgss.com/RGSS/Menu/ACE_Menu22.html&quot;&gt;http://www.atelier-rgss.com/RGSS/Menu/ACE_Menu22.html&lt;/a&gt; 이곳에서 받으 실 수 있습니다.&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>메뉴</category>				<dc:creator>습작</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1360313</guid>
	<comments>https://avangs.info/rgss_vx/1360313#comment</comments>			<pubDate>Sun, 06 Jul 2014 17:20:29 +0900</pubDate>
		</item><item>
			<title>이동 기능 파워업 (장애물 등을 피하는 이동방식)</title>
			<link>https://avangs.info/rgss_vx/1333659</link>
				<description>&lt;p&gt;이 스크립트는 마녀의집에서 찾아냈지만 제작자는 마녀의집 제작자와 다릅니다&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;img src=&quot;http://avangs.info/files/attach/images/254356/659/333/001/1682916db846e917ac6fe87ae9555455.png&quot; alt=&quot;1.png&quot; width=&quot;274&quot; height=&quot;249&quot; /&gt; &lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;(사진은 아오오니 플레이 스샷)&lt;/p&gt;&lt;br /&gt;&lt;p&gt;흔히들 정상회담(...) 이라고 하죠. 그냥 플레이어에게 이동 이라고 해두면&lt;/p&gt;&lt;br /&gt;&lt;p&gt;저 꼴 나기 쉽상입니다. 저대로 두면 공포스러워야할 도주씬이 웃기는 장면으로 변질되어버려서 좀 그렇습니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;해결법은 두가지입니다. 첫번째는, 저런식으로 걸리적거릴만한 지형을 안만들면 됩니다. 쉽죠?&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;두번째는 바로 이 스크립트를 쓰는겁니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;제작자분의 홈페이지는 http://daiambition.blog47.fc2.com/ &amp;lt;&amp;lt; 요기인거같네요.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;중복일지는 잘 모르겠습니다만 이동 관련 스크립트에선 못 본것 같더군요.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;원래 스크립트 이름은 ■移動ルート機能ぱわーあっぷ RGSS2 DAIpage■ v0.6 입니다.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;다른 스크립트 처럼 적용해주시면 되더군요.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;a href=&quot;http://avangs.info/?module=file&amp;amp;act=procFileDownload&amp;amp;file_srl=1333660&amp;amp;sid=cd7ffa529e3055e0220faa14627a4c40&quot;&gt;Route_PowerUP.txt&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;적용법은 이렇&lt;span style=&quot;line-height:1.5;&quot;&gt;습니다.&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;일단, 스크립트식으로 작동하는데요&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;이동 경로의 설정 에서,(이벤트 진행 도중에 삽입하는것과 그 이벤트 자체의 이동 경로 포함&amp;lt;&amp;lt; 직접 입력 으로 하면됩니다)&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;스크립트... 라는 부분을 이용합니다.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;b&gt;1. 지정된 x,y 좌표로 이동&lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;target_p_move_auto(x, y)&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;(x, y) 부분을 x,y좌표로 넣어주시고 적용하세요.&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;예를들어 target_p_move_auto(14, 21)&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;b&gt;2. 지정 지역 이동?&lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p style=&quot;font-size:12px;&quot;&gt;내용 해석을 못했습니다(...) 죄송합니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;【指定エリア?ランダム移動】お前ここから出てくるなって時に。&lt;/p&gt;&lt;br /&gt;&lt;p&gt; ※ idでエリアを指定。&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt; move_type_area_random(id)&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;이라고 적혀 있습니다(스크립트 내에) 전 쓸 일이 없는거 같긴 하더군요.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;b&gt;3. (가장 많이 사용될듯한) 지정된 이벤트(플레이어)를 향해 이동&lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;target_c_move_auto(id)&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;ID에 이벤트 ID를 적어주시면, 해당 이벤트를 향해서 &lt;span style=&quot;font-size:14px;&quot;&gt;&lt;b&gt;최단루트&lt;/b&gt;&lt;/span&gt;로 갑니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;img src=&quot;http://avangs.info/files/attach/images/254356/659/333/001/98e1060c23a71469487e2422fa9efd03.png&quot; alt=&quot;2.png&quot; width=&quot;851&quot; height=&quot;100&quot; /&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;빨간색 표시한 부분이 이벤트의 ID 입니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;저 넘버링은 001부터 시작됩니다. 또한 이벤트의 이름을 변경하지 않는다면 저런식으로 EV021 &amp;lt;&amp;lt; 021가 이벤트ID&lt;/p&gt;&lt;br /&gt;&lt;p&gt;되어 있습니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;플레이어의 캐릭터는 이벤트 ID 0번입니다.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;즉, 플레이어에게 다가가도록 설정하고 싶으면(아오오니 등)&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;b&gt;target_c_move_auto(0) &lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;이렇게 쳐주시면 된다는거죠.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;img src=&quot;http://avangs.info/files/attach/images/254356/659/333/001/2ac508e91ef79a8297409c1161ace2e2.png&quot; alt=&quot;3.png&quot; width=&quot;1079&quot; height=&quot;653&quot; /&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;이렇게 말이죠.&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>이동 및 탈것</category>				<dc:creator>파노</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1333659</guid>
	<comments>https://avangs.info/rgss_vx/1333659#comment</comments>			<pubDate>Sun, 27 Apr 2014 00:26:06 +0900</pubDate>
		</item><item>
			<title>Title Skip System : 타이틀 스킵</title>
			<link>https://avangs.info/rgss_vx/1309780</link>
				<description>&lt;p&gt;제목 그대로 VX용 타이틀 스킵 스크립트 입니다.&lt;/p&gt; &lt;p&gt;따로 스크린샷이나 설명이 없네요.&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;뭔가 적고 싶은데...&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;음...&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;첨부한 txt파일의 내용을 전부 복사해서 main 스크립트 위쪽에 추가해 주세요.&lt;/p&gt; &lt;p&gt;혹시나 다른 타이틀 관련 스크립트와 충돌이 있을수도 있습니다.&lt;/p&gt; &lt;p&gt;스크립트를 수정할 경우 작동이 안될 수 있습니다.&lt;/p&gt; &lt;p&gt;&lt;span style=&quot;line-height:1.5;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span style=&quot;line-height:1.5;&quot;&gt;딱히 할말이 생각이 안납니다...@_@&lt;/span&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;...&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;그럼... 잘 사용해 주세요..^^;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>타이틀/게임오버</category>				<dc:creator>허걱</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1309780</guid>
	<comments>https://avangs.info/rgss_vx/1309780#comment</comments>			<pubDate>Wed, 19 Mar 2014 03:55:11 +0900</pubDate>
		</item><item>
			<title>Graphical Object Global Reference VX by Mithran</title>
			<link>https://avangs.info/rgss_vx/1299871</link>
				<description>&lt;p&gt;Source Thread: http://forums.rpgmakerweb.com/index.php?/topic/1067-graphical-object-global-reference/&lt;/p&gt; &lt;p&gt; 이렇다 할 에러메세지 없이 game.exe가 다운될 경우 시도해 볼만한 디버거입니다. 사용된 뷰포트가 해방될 경우 뷰포트와 연게된 그래픽 객체가 제대로 해방되지 않는 일이 있는데(예외 처리에 잡히지 않는 스크립트 오류) 이 경우 구체적인 오류 메세지 없이 실행중인 게임이 다운될 수 있습니다. 이 스크립트는 객체가 생성되면 그걸 참조하는 변수를 만들고 생성된 객체가 해방되면 객체 참조변수를 제거하는 방법으로 이 문제를 회피합니다(물론 사용자에게 문제를 보고하여 수정할 수 있도록 합니다). 자세한 것은 링크된 쓰레드와 스크립트 헤더 참조.&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;Script: http://pastebin.com/raw.php?i=rW9qkbxT&lt;br /&gt;&lt;/p&gt;</description>
		<category>VX 스크립트</category>	<category>버그픽스</category>				<dc:creator>Alkaid</dc:creator>
			<guid isPermaLink="true">https://avangs.info/rgss_vx/1299871</guid>
	<comments>https://avangs.info/rgss_vx/1299871#comment</comments>			<pubDate>Mon, 03 Mar 2014 11:24:18 +0900</pubDate>
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