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.


 


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