RPG Maker
2007.04.11 06:14

마우스 이동 스크립트

조회 수 1965 추천 수 6 댓글 2
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마우스로 이동을 하는 스크립트입니다.


3개로 나누어져 있으니 각각 나누어 메인 위에다 찔러 넣어 주시면 됩니다.


첫번째꺼는 전체키입니다.


 


#==============================================================================
# ** Keyboard Input Module
#==============================================================================
# Near Fantastica
# Version 5
# 29.11.05
#==============================================================================
# The Keyboard Input Module is designed to function as the default Input module
# dose. It is better then other methods keyboard input because as a key is
# tested it is not removed form the list. so you can test the same key multiple
# times the same loop.
#==============================================================================


module Keyboard
  #--------------------------------------------------------------------------
  @keys = []
  @pressed = []
  Mouse_Left = 1
  Mouse_Right = 2
  Back= 8
  Tab = 9
  Enter = 13
  Shift = 16
  Ctrl = 17
  Alt = 18
  Esc = 27
  Space = 32
  Numberkeys = {}
  Numberkeys[0] = 48
  Numberkeys[1] = 49
  Numberkeys[2] = 50
  Numberkeys[3] = 51
  Numberkeys[4] = 52
  Numberkeys[5] = 53
  Numberkeys[6] = 54
  Numberkeys[7] = 55
  Numberkeys[8] = 56
  Numberkeys[9] = 57
  Numberpad = {}
  Numberpad[0] = 45
  Numberpad[1] = 35
  Numberpad[2] = 40
  Numberpad[3] = 34
  Numberpad[4] = 37
  Numberpad[5] = 12
  Numberpad[6] = 39
  Numberpad[7] = 36
  Numberpad[8] = 38
  Numberpad[9] = 33
  Letters = {}
  Letters["A"] = 65
  Letters["B"] = 66
  Letters["C"] = 67
  Letters["D"] = 68
  Letters["E"] = 69
  Letters["F"] = 70
  Letters["G"] = 71
  Letters["H"] = 72
  Letters["I"] = 73
  Letters["J"] = 74
  Letters["K"] = 75
  Letters["L"] = 76
  Letters["M"] = 77
  Letters["N"] = 78
  Letters["O"] = 79
  Letters["P"] = 80
  Letters["Q"] = 81
  Letters["R"] = 82
  Letters["S"] = 83
  Letters["T"] = 84
  Letters["U"] = 85
  Letters["V"] = 86
  Letters["W"] = 87
  Letters["X"] = 88
  Letters["Y"] = 89
  Letters["Z"] = 90
  Fkeys = {}
  Fkeys[1] = 112
  Fkeys[2] = 113
  Fkeys[3] = 114
  Fkeys[4] = 115
  Fkeys[5] = 116
  Fkeys[6] = 117
  Fkeys[7] = 118
  Fkeys[8] = 119
  Fkeys[9] = 120
  Fkeys[10] = 121
  Fkeys[11] = 122
  Fkeys[12] = 123
  Collon = 186
  Equal = 187
  Comma = 188
  Underscore = 189
  Dot = 190
  Backslash = 191
  Lb = 219
  Rb = 221
  Quote = 222
  State = Win32API.new("user32","GetKeyState",['i'],'i')
  Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
  #-------------------------------------------------------------------------- 
  def Keyboard.getstate(key)
    return true unless State.call(key).between?(0, 1)
    return false
  end
  #--------------------------------------------------------------------------
  def Keyboard.testkey(key)
    Key.call(key) & 0x01 == 1
  end
  #--------------------------------------------------------------------------
  def Keyboard.update
    @keys = []
    @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left)
    @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right)
    @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back)
    @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab)
    @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter)
    @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift)
    @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
    @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt)
    @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc)
    @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space)
    for key in Keyboard::Numberkeys.values
      @keys.push(key) if Keyboard.testkey(key)
    end
    for key in Keyboard::Numberpad.values
      @keys.push(key) if Keyboard.testkey(key)
    end
    for key in Keyboard::Letters.values
      @keys.push(key) if Keyboard.testkey(key)
    end
    for key in Keyboard::Fkeys.values
      @keys.push(key) if Keyboard.testkey(key)
    end
    @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon)
    @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal)
    @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma)
    @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore)
    @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot)
    @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash)
    @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb)
    @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb)
    @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote)
    @pressed = []
    @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left)
    @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right)
    @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back)
    @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab)
    @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter)
    @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift)
    @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
    @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt)
    @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc)
    @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space)
    for key in Keyboard::Numberkeys.values
      @pressed.push(key) if Keyboard.getstate(key)
    end
    for key in Keyboard::Numberpad.values
      @pressed.push(key) if Keyboard.getstate(key)
    end
    for key in Keyboard::Letters.values
      @pressed.push(key) if Keyboard.getstate(key)
    end
    for key in Keyboard::Fkeys.values
      @pressed.push(key) if Keyboard.getstate(key)
    end
    @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon)
    @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal)
    @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma)
    @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore)
    @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot)
    @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash)
    @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb)
    @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb)
    @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote) 
  end
  #--------------------------------------------------------------------------
  def Keyboard.trigger?(key)
    return true if @keys.include?(key)
    return false
  end
  #--------------------------------------------------------------------------
  def Keyboard.pressed?(key)
    return true if @pressed.include?(key)
    return false
  end
end


 


두번째


 


#======================================
# ■ Mouse Input
#======================================
#  By: Near Fantastica
#   Date: 06.07.05
#   Version: 1
#======================================
module Mouse
 @position
 GSM = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
 Cursor_Pos= Win32API.new('user32', 'GetCursorPos', 'p', 'i')
 Scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
 Client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
 Readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
 Findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
 #-------------------------------------------------------------------------- 
 def Mouse.grid
   return nil if @pos == nil
   x = @pos[0] / 16
   y = @pos[1] / 16
   x = x * 16
   y = y * 16
   return [x, y]
 end
 #-------------------------------------------------------------------------- 
 def Mouse.position
   return @pos == nil ? [0, 0] : @pos
 end
 #-------------------------------------------------------------------------- 
 def Mouse.global_pos
   pos = [0, 0].pack('ll')
   if Cursor_Pos.call(pos) != 0
     return pos.unpack('ll')
   else
     return nil
   end
 end
 #-------------------------------------------------------------------------- 
 def Mouse.pos
   x, y = Mouse.screen_to_client(*Mouse.global_pos)
   width, height = Mouse.client_size
   begin
     if (x >= 0 and y >= 0 and x < width and y < height)
       return x, y
     else
       return nil
     end
   rescue
     return nil
   end
 end
 #-------------------------------------------------------------------------- 
 def Mouse.update
   @pos = Mouse.pos
 end
 #-------------------------------------------------------------------------- 
 def Mouse.screen_to_client(x, y)
   return nil unless x and y
   pos = [x, y].pack('ll')
   if Scr2cli.call(Mouse.hwnd, pos) != 0
     return pos.unpack('ll')
   else
     return nil
   end
 end
 #-------------------------------------------------------------------------- 
 def Mouse.hwnd
   game_name = "" * 256
   Readini.call('Game','Title','',game_name,255,".\Game.ini")
   game_name.delete!("")
   return Findwindow.call('RGSS Player',game_name)
 end
 #-------------------------------------------------------------------------- 
 def Mouse.client_size
   rect = [0, 0, 0, 0].pack('l4')
   Client_rect.call(Mouse.hwnd, rect)
   right, bottom = rect.unpack('l4')[2..3]
   return right, bottom
 end
end


 


3번째


 


#==============================================================================
# ** Sprite_Cursor
#------------------------------------------------------------------------------
#  This sprite displays the cursor. It's used in the Spriteset_Map class.
#==============================================================================


class Sprite_Cursor < Sprite
  attr_accessor   :x
  attr_accessor   :y
  attr_accessor   :icon
  attr_accessor   :lock
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport : viewport
  #     picture  : picture (Game_Picture)
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    update
    @icon = $game_system.cursor
    @old_icon = $game_system.cursor
    @lock = false
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def set_icon(new)
    if not @lock
      @icon = new
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If picture file name is different from current one
    if self.bitmap == nil
      self.bitmap = RPG::Cache.picture($game_system.cursor)
    end
   
    if @icon != @old_icon
      if @icon == nil
        self.bitmap = RPG::Cache.picture($game_system.cursor)
        @old_icon = nil
      else
        self.bitmap = RPG::Cache.picture(@icon)
        @old_icon = @icon
      end
    end
    # If file name is empty
    # Set sprite to visible
    self.visible = true
    # Set transfer starting point
    # Set sprite coordinates
    pos = Mouse.pos
    if pos == nil
      if self.x == nil
        self.x = 0
      end
      if self.y == nil
        self.y = 0
      end
    else
      self.x = 0
      self.ox = pos[0] * -1 + (self.bitmap.width / 2)
      self.y = 0
      self.oy = pos[1] * -1 + (self.bitmap.height / 2)
    end
  end
end


#==============================================================================
# ** Scene_ActionMap
#------------------------------------------------------------------------------
#  This class performs map screen processing and allows the use of the
# mouse to make activations of events.
#==============================================================================


class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias :event_system_main :main
  def main
    @update_interface = -1
    event_system_main
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :event_system_update :update
  def update
    # Update the Keyboard Module
    Keyboard.update
    # Run old map update
    event_system_update
    #Update the mouse
    mouse_interface_update
    # Left Click Actions
    if Keyboard.pressed?(Keyboard::Mouse_Left) and @update_interface <= 0
      mouse_left_click
    elsif @update_interface > 0
      @update_interface -= 1
    end
  end
  #--------------------------------------------------------------------------
  # * Do actions that are related to the left click
  #--------------------------------------------------------------------------
  def mouse_left_click
    # If Mouse POS not nil
    pos = Mouse.pos
    if pos != nil and not $game_temp.message_window_showing
      x = pos[0]
      y = pos[1]
      # Set the X and Y to the correct X/Y coordinates
      x2 = x / 32
      y2 = y / 32
      if $game_map.display_x != 0
        x2 += ($game_map.display_x / 4) / 16
      end
      if $game_map.display_y != 0
        y2 += ($game_map.display_y / 4) / 16
      end
      event_run = false
      # Get events that count as active (most front one)
      active_event = @spriteset.get_affected_event(@x_mouse, @y_mouse)
      if active_event > 0
        event = $game_map.events[active_event]
        range = get_object_range($game_player, event)
        run_it = part_of_event_system(event)
        # Check to see if it's a run event or not
        run_it = part_of_event_system(event)
        # Run it if it is
        if run_it != false and event.trigger == 0
          range = get_object_range($game_player, event)
          if run_it >= range
            event.refresh
            event.start
            $game_map.need_refresh
            @update_interface = 10
            event_run = true
          end
        end #End the run check
      else
        eventlist = $game_map.events.values
        for event in eventlist
          if x2 == event.x and y2 == event.y and event.character_name == ""
            # Check to see if it's a run event or not
            run_it = part_of_event_system(event)
            # Run it if it is
            if run_it != false and event.trigger == 0
              range = get_object_range($game_player, event)
              if run_it >= range
                event.refresh
                event.start
                $game_map.need_refresh
                @update_interface = 10
                event_run = true
              end
            end #End the run check
          end # End the X/Y check
        end
      end #End if/else
    end # End POS != nil statement
    if not event_run and not $game_player.moving? and not $game_temp.message_window_showing
      $game_player.move_toward_point(x2, y2)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Mouse position and cursor
  #--------------------------------------------------------------------------
  def mouse_interface_update
    pos = Mouse.pos
    if pos != nil and (pos[0] != @x_mouse or pos[1] != @y_mouse)
      @x_mouse = pos[0]
      @y_mouse = pos[1]
      # Get the event that is under the mouse (most front one)
      hover = @spriteset.get_affected_event(@x_mouse, @y_mouse)
      if hover > 0
        event = $game_map.events[hover]
        # Run it if it is
        if event.list != nil
          for item in event.list
            if item.code == 108 and item.parameters[0].include?("CURSOR=")
              id = item.parameters[0].split('=')
              @spriteset.cursor.set_icon(id[1])
              set_icon = true
            end
          end
        end
      else
        x = pos[0] / 32
        y = pos[1] / 32
        if $game_map.display_x != 0
          x += ($game_map.display_x / 4) / 16
        end
        if $game_map.display_y != 0
          y += ($game_map.display_y / 4) / 16
        end
        set_icon = false
        for event in $game_map.events.values
          if event.x == x and event.y == y and event.character_name == ""
            if event.list != nil
              for item in event.list
                if item.code == 108 and item.parameters[0].include?("CURSOR=")
                  id = item.parameters[0].split('=')
                  @spriteset.cursor.set_icon(id[1])
                  set_icon = true
                end
              end
            end
          end
        end
        if not set_icon and @spriteset.cursor.icon != nil
          @spriteset.cursor.set_icon(nil)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Range from Point1 to Point2
  #--------------------------------------------------------------------------
  def get_object_range(point1, point2)
    range_x = (point1.x.abs) - (point2.x.abs)
    range_y = (point1.y.abs) - (point2.y.abs)
    range_x = range_x.abs
    range_y = range_y.abs
    range_x = range_x * range_x
    range_y = range_y * range_y
    range = Math.sqrt(range_x + range_y)
    range = range.round
    return range
  end
  #--------------------------------------------------------------------------
  # * Part of Combat System
  #--------------------------------------------------------------------------
  def part_of_event_system(event)
    if event.is_a?(Game_Event)
      if event.list != nil
        for item in event.list
          if item.code == 108 and item.parameters[0].include?("RUN=")
            id = item.parameters[0].split('=')
            return (id[1].to_i)
          end
        end
      end
    end
    return false
  end
end
#End Scene_Map


#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================


class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # * Move toward Player
  #--------------------------------------------------------------------------
  def move_toward_point(x, y)
    # Get difference in player coordinates
    sx = @x - x
    sy = @y - y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
    # Get absolute value of difference
    abs_sx = sx.abs
    abs_sy = sy.abs
    # If horizontal and vertical distances are equal
    if abs_sx == abs_sy
      # Increase one of them randomly by 1
      rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
    end
    # If horizontal distance is longer
    if abs_sx > abs_sy
      # Move towards point, prioritize left and right directions
      sx > 0 ? move_left : move_right
      if not moving? and sy != 0
        sy > 0 ? move_up : move_down
      end
    # If vertical distance is longer
    else
      # Move towards point, prioritize up and down directions
      sy > 0 ? move_up : move_down
      if not moving? and sx != 0
        sx > 0 ? move_left : move_right
      end
    end
  end
 
end #End Game_Player


#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc.
#  It's used within the Scene_Map class.
#==============================================================================


class Spriteset_Map
  attr_accessor   :cursor
  attr_reader     :character_sprites
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :event_system_normal_init :initialize
  def initialize
    event_system_normal_init
    if $scene.is_a?(Scene_Map)
      @cursor = Sprite_Cursor.new(@viewport3)
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  alias :event_system_normal_dispose :dispose
  def dispose
    if @cursor != nil
      @cursor.dispose
    end
    event_system_normal_dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :event_system_normal_update :update
  def update
    event_system_normal_update
    if @cursor != nil
      @cursor.update
    end
  end
  #--------------------------------------------------------------------------
  # * Get Event under a Click Point
  #--------------------------------------------------------------------------
  def get_affected_event(true_x, true_y)
    data = []
    for sprite in @character_sprites
      x = true_x - sprite.x
      y = true_y - sprite.y
      if sprite.tile_id == 0
        if x.abs < (sprite.cw / 2) and y.abs < sprite.ch and y < 0
          bx = (sprite.cw / 2) + x
          by = sprite.ch + y
          sx = sprite.character.pattern * sprite.cw
          sy = (sprite.character.direction - 2) / 2 * sprite.ch
          if sprite.bitmap.get_pixel((bx+sx),(by+sy)).alpha > 0.0
            data.push(sprite.character)
          end
        end
      else
        if x.abs < 16 and y.abs < 32 and y < 0
          data.push(sprite.character)
        end
      end
    end
    if data.size > 1
      event = data[0]
      for i in 0...data.size
        if data[i].y > event.y
          event = data[i]
        end
      end
      return event.id
    elsif data.size > 0
      return data[0].id
    else
      return -1
    end
  end


# End the Spriteset_Map
end


#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================


class Sprite_Character < RPG::Sprite
  attr_reader   :cw
  attr_reader   :ch
  attr_reader   :tile_id
end


#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================


class Game_System
  attr_accessor     :cursor
  attr_accessor     :move_toward_mouse
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :event_system_normal_init :initialize
  def initialize
    event_system_normal_init
    @move_toward_mouse = true
    @cursor = ""
  end
end


 


그러고 난 후,


자신의 샤양에 맞게


RGSS100J.dll 이나 RGSS102E.dll 또는 RGSS102J.dll을 넣으셔서


게임에 지장 없도록 하십시오.


<사용법>


게임 NPC에 주석으로 RUN=?를 합니다. ?는 캐릭터를 클릭하는 사정거리입니다.


EX)RUN=2로하면 2칸 떨어진곳에서 NPC를 클릭해도 됩니다. 그러면 대화도 나오고 좋습니다.


 


스크립트 출처 : rmxp

?

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252 RPG Maker 맵상 랜덤엔카운트 제어 이벤트 Evangelista 2008.01.12 1936
251 RPG Maker 처음 제작하시는분들 흔히 일어나는 실수 8 지브릴 2014.07.12 1930
250 RPG Maker 타이틀을 아주 쉽게 제작하는 방법 사토루 2005.06.03 1929
249 RPG Maker [VX] 집안의 블라인드 다듬기 ~2차 블라인드 정의로운녀석! 2008.11.27 1871
248 RPG Maker 오직 RPGXP만 재생하지 못하는 MIDI파일 Les Paul 2007.01.30 1852
247 RPG Maker RPG2003용 플러그인 제작 SDK:DynRPG 의 설치와 적용 +@ 3 file 아름다운마을 2012.05.08 1850
246 RPG Maker [꿀팁] 간단하게 만들 수 있는 실시간 전투 시스템 1 file 준E 2017.03.31 1830
245 RPG Maker 초보의 로그인박스로 웹사이트에서 인증하는 방법 설명 챔피온 2005.05.28 1770
244 RPG Maker 액션 게임을 만들어 보자! 『연금술사』 2006.09.27 1766
243 RPG Maker 대화창을 화사하게 장식해볼까요? 장식은 정말 쉽죠? 노친네 2006.08.17 1748
242 RPG Maker 웨이브 파일 용량 줄이는 법 file 아마란스 2005.07.01 1741
241 RPG Maker 게임제작 시작하시는분들을위한 강좌!(외부링크) diget 2013.09.23 1740
240 RPG Maker [스크립트 문제]RPGXP에서 타일셋의 우선순위 문제 해결 file Novelist 2007.07.19 1739
239 RPG Maker 아주~~아주~~(커 치킨;;)쉬운 액션알피지배우기 사토루 2005.08.11 1712
238 RPG Maker RPG 만들기로 애니메이션 만들기 file CC 2005.08.19 1708
237 RPG Maker 아르바이트를 만들자 . - 1 Norid 2005.05.20 1702
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