Правила раздела:
1 Задавайте конкретные вопросы. Для болтовни есть свободный раздел.
2 По возможности давайте конкретные ответы.
3 Один вопрос=одна тема. Если хотите задать ещё вопрос, то начинайте новую тему.
4 Название темы должно составлять сам вопрос, и быть максимально конкретным. Рекомендуется начинать тему словами "Как", "Что", "Почему". А первый пост повторяет вопрос и даёт расширенные сведения.
5 Рекомендуется указывать версию мейкера (2000, 2003, RMXP, RMVX, ACE, IGM, и.т.д.. Это важно, и всё равно ведь спросят.
6 Темы "Пара вопросов", "Помогите", и подобные им - самый лёгкий путь к бану.
7 Поиск находится вверху справа.
А. Названия подразделов этого раздела уточняются. Советы принимаются.

Смена времени

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14 года 9 мес. назад #47533 от Jonshadow
Jonshadow создал тему: Смена времени
Всем привет.Вот пытаюсь сделать смену дня и ночи но по инструкции которая тут на сайте чето не получается!!!! у меня rpg maker VX может кто нибудь расписать подробно как это сделать очень надо!!!!!!!!

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Разработчик Коммерсант Проект месяца 1 место Проект месяца 2 место 3 место в Кодировке Ветеран Учитель Организатор конкурсов Даритель Стимкея Проект месяца 3 место 2 место Готв Победитель Сбитой кодировки 2 место Победитель конкурса 3 место
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14 года 9 мес. назад #47535 от AnnTenna
AnnTenna ответил в теме Смена времени
Да, туториал для мейкера 2003 не совсем годится для мейкера ХР. Ты лучше конкретно задавай вопросы, в чем именно у тебя возникла проблема, ведь подробный туториал никто скорее всего писать не будет. И еще как вариант, можно использовать скрипт для ХР для этой цели.

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Проект месяца 2 место Ветеран Оратор
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14 года 9 мес. назад #47537 от Green-Leo
Green-Leo ответил в теме Смена времени
Я могу написать...

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14 года 9 мес. назад - 14 года 9 мес. назад #47542 от SaretOdin-Sol
SaretOdin-Sol ответил в теме Смена времени

Jonshadow пишет: Всем привет.Вот пытаюсь сделать смену дня и ночи но по инструкции которая тут на сайте чето не получается!!!! у меня rpg maker VX может кто нибудь расписать подробно как это сделать очень надо!!!!!!!!

Лучше попробуй скриптецом, дабы не утруждали тебя тут эвентами и прочим...
А так, то вот скриптец подходящий:
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Day/Night System - KGC_DayNight ◆ VX ◆ #_/ ◆ Author: KGC ◆ #_/ ◆ Translator: Magdreamer ◆ #_/ ◇ Last update : 2008/01/30 ◇ #_/---------------------------------------------------------------------------- #_/ A Day & Night System which is based on in-game time #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #============================================================================== # ★ Customize ★ #============================================================================== module KGC module DayNight # ◆ Day and night change System # ◆ Time lapse 1. Step several 2. Actual time (sensitivity) METHOD = 1 # ◆ In the variable which is appointed number # ◆ here of the variable which retains the phase, present phase is housed. PHASE_VARIABLE = 11 # ◆ Number of the variable which retains the days # ◆ In the variable which is appointed here, the days when it elapses are housed. PASS_DAYS_VARIABLE = 12 # ◆ In the event phase is not modified STOP_ON_EVENT = true # ◆When fighting, only the background applies the color tone # ◆ false which applies the color tone, it means that the night is outrageous. TONE_BACK_ONLY_IN_BATTLE = true # ◆ Setting of each phase # [" Name " The color tone (Tone), switching time], # It draws up with the prescribed form, # It is possible also to increase phase, but while being accustomed, the male be completed it does not do. # [name] The name of phase.There is no meaning in the name itself. # [color tone] picture color. # Please do not modify unless you know what you are doing. # The [until switching time] it moves to the following phase, time. # When change system time elapses, when second, it is the number of steps, the number of steps that way. # In case you are using "actual time", the time which is changed to the following state (24 hour systems). PHASE = [ ["Noon", Tone.new( 0, 0, 0), 300], # Phase 0 ["Evening", Tone.new( -32, -96, -96), 100], # Phase 1 ["Night", Tone.new(-128, -128, -32), 250], # Phase 2 ["Morning", Tone.new( -48, -48, -16), 100], # Phase 3 ] # Do not turn this off! # When using of actual time, # ["Noon", Tone.new( 0, 0, 0), 16], # Phase 0 (at 16 o'clock evening) # ["Evening", Tone.new( 0, -96, -96), 20], # Phase 1 (at 20 o'clock night) # ["Night", Tone.new(-96, -96, -64), 6], # Phase 2 (at 6 o'clock morning) # ["Morning", Tone.new(-48, -48, -16), 10], # Phase 3 (at 10 o'clock noon) # ◆When becoming the phase which is appointed phase # here where the date change, days are added. # In case of # initial condition 0. Noon 1. Evening 2. Night 3. # In case of the morning actual time, because it is not same days as actuality, note. PASS_DAY_PHASE = 3 # ◆ Fading time at the time of the status switching (the frame) # the default value is used PHASE_DURATION = 60 # ◆ Fading time at the time of the status switching (the frame) the default # this value is used. # There is no meaning in the number of days in the week itself. # When the actual time are used, please make 7. WEEK_NAME = ["Day", "Month", "Fire", "Water", "Wood", "Metal", "Earth"] end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ $imported = {} if $imported == nil $imported["DayNight"] = true if $data_mapinfos == nil $data_mapinfos = load_data("Data/MapInfos.rvdata") end module KGC::DayNight METHOD_TIME = 0 # Time lapse METHOD_STEP = 1 # Step several METHOD_RTIME = 2 # Actual times # Regular expression module Regexp # Map information module MapInfo # You stop transition DAYNIGHT_STOP = /\[DN_STOP\]/i # Day and night effect invalidity DAYNIGHT_VOID = /\[DN_VOID\]/i end # Enemy group module Troop # Appearance phase APPEAR_PHASE = /\[DN((?:[ ]*[\-]?\d+(?:[ ]*,)?)+)\]/i end end #-------------------------------------------------------------------------- # ○ 敵グループ出現判定 # troop : 判定対象の敵グループ # phase : 判定するフェーズ #-------------------------------------------------------------------------- def self.troop_appear?(troop, phase = $game_system.daynight_phase) # 出現判定 unless troop.appear_daynight_phase.empty? return false unless troop.appear_daynight_phase.include?(phase) end # 非出現判定 unless troop.nonappear_daynight_phase.empty? return false if troop.nonappear_daynight_phase.include?(phase) end return true end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ KGC::Commands #============================================================================== module KGC::Commands module_function #-------------------------------------------------------------------------- # ○ Stopping day and night change #-------------------------------------------------------------------------- def stop_daynight $game_system.daynight_change_enabled = false end #-------------------------------------------------------------------------- # ○ Day and night change starting #-------------------------------------------------------------------------- def start_daynight $game_system.daynight_change_enabled = true end #-------------------------------------------------------------------------- # ○ present phase name acquisition #-------------------------------------------------------------------------- def get_daynight_name return KGC::DayNight::PHASE[get_daynight_phase][0] end #-------------------------------------------------------------------------- # ○ present day of the week acquisition # variable_id: The variable ID which it substitutes #-------------------------------------------------------------------------- def get_daynight_week(variable_id = 0) if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME week = Time.now.wday else days = $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] week = (days % KGC::DayNight::WEEK_NAME.size) end if variable_id > 0 $game_variables[variable_id] = week end return week end #-------------------------------------------------------------------------- # ○ Acquiring present day of the week name #-------------------------------------------------------------------------- def get_daynight_week_name return KGC::DayNight::WEEK_NAME[get_daynight_week] end #-------------------------------------------------------------------------- # ○ Phase change # phase : Phase after the changing # duration : Switching time (frame) # pass_days : The days when it elapses (the default: 0) #-------------------------------------------------------------------------- def change_daynight_phase(phase, duration = KGC::DayNight::PHASE_DURATION, pass_days = 0) $game_temp.manual_daynight_duration = duration $game_system.daynight_counter = 0 $game_system.daynight_phase = phase $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += pass_days end #-------------------------------------------------------------------------- # ○ To the following phase transition # duration : Switching time (frame) #-------------------------------------------------------------------------- def transit_daynight_phase(duration = KGC::DayNight::PHASE_DURATION) $game_screen.transit_daynight_phase(duration) end #-------------------------------------------------------------------------- # ○ Reset to the color tone of default # duration : Switching time (frame) #-------------------------------------------------------------------------- def set_daynight_default(duration = KGC::DayNight::PHASE_DURATION) $game_screen.set_daynight_default(duration) end #-------------------------------------------------------------------------- # ○ Reconstructing present phase # duration : Switching time (frame) #-------------------------------------------------------------------------- def restore_daynight_phase(duration = KGC::DayNight::PHASE_DURATION) $game_screen.restore_daynight_phase(duration) end end class Game_Interpreter include KGC::Commands end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::MapInfo #============================================================================== class RPG::MapInfo #-------------------------------------------------------------------------- # ● Map name acquisition #-------------------------------------------------------------------------- def name return @name.gsub(/\[.*\]/) { "" } end #-------------------------------------------------------------------------- # ○ Original map name acquisition #-------------------------------------------------------------------------- def original_name return @name end #-------------------------------------------------------------------------- # ○ Day and night change stop #-------------------------------------------------------------------------- def daynight_stop return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_STOP end #-------------------------------------------------------------------------- # ○ Day and night effect invalidity #-------------------------------------------------------------------------- def daynight_void return @name =~ KGC::DayNight::Regexp::MapInfo::DAYNIGHT_VOID end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::Area #============================================================================== unless $@ class RPG::Area #-------------------------------------------------------------------------- # ○ Acquisition of [enkauntorisuto] #-------------------------------------------------------------------------- alias encounter_list_KGC_DayNight encounter_list def encounter_list list = encounter_list_KGC_DayNight.clone # 出現条件判定 list.each_index { |i| list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]]) } return list.compact end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ RPG::Troop #============================================================================== class RPG::Troop #-------------------------------------------------------------------------- # ○ Cash formation of day and night change #-------------------------------------------------------------------------- def create_daynight_cache @__appear_daynight_phase = [] @__nonappear_daynight_phase = [] # 出現するフェーズ if @name =~ KGC::DayNight::Regexp::Troop::APPEAR_PHASE $1.scan(/[\-]?\d+/).each { |num| phase = num.to_i if phase < 0 # 出現しない @__nonappear_daynight_phase << phase.abs else # 出現する @__appear_daynight_phase << phase end } end end #-------------------------------------------------------------------------- # ○ The phase which appears #-------------------------------------------------------------------------- def appear_daynight_phase create_daynight_cache if @__appear_daynight_phase == nil return @__appear_daynight_phase end #-------------------------------------------------------------------------- # ○ The phase which does not appear #-------------------------------------------------------------------------- def nonappear_daynight_phase create_daynight_cache if @__nonappear_daynight_phase == nil return @__nonappear_daynight_phase end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_accessor :manual_daynight_duration # Manual phase modification flag #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- alias initialize_KGC_DayNight initialize def initialize initialize_KGC_DayNight @manual_daynight_duration = nil end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_writer :daynight_counter # Phase transition counter attr_writer :daynight_change_enabled # Day and night change validity #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- alias initialize_KGC_DayNight initialize def initialize initialize_KGC_DayNight @daynight_counter = 0 @daynight_change_enabled = true end #-------------------------------------------------------------------------- # ○ Acquiring the phase transition counter #-------------------------------------------------------------------------- def daynight_counter @daynight_counter = 0 if @daynight_counter == nil return @daynight_counter end #-------------------------------------------------------------------------- # ○ Acquiring present phase #-------------------------------------------------------------------------- def daynight_phase return $game_variables[KGC::DayNight::PHASE_VARIABLE] end #-------------------------------------------------------------------------- # ○ Modifying present phase #-------------------------------------------------------------------------- def daynight_phase=(value) $game_variables[KGC::DayNight::PHASE_VARIABLE] = value end #-------------------------------------------------------------------------- # ○ Acquiring the day and night change effective flag #-------------------------------------------------------------------------- def daynight_change_enabled @daynight_change_enabled = 0 if @daynight_change_enabled == nil return @daynight_change_enabled end #-------------------------------------------------------------------------- # ○ Phase advance #-------------------------------------------------------------------------- def progress_daynight_phase @daynight_phase += 1 if @daynight_phase >= KGC::DayNight::PHASE.size @daynight_phase = 0 end end #-------------------------------------------------------------------------- # ○ Acquiring present phase object #-------------------------------------------------------------------------- def daynight_phase_object return KGC::DayNight::PHASE[daynight_phase] end #-------------------------------------------------------------------------- # ○ Acquiring the phase object of the time previously #-------------------------------------------------------------------------- def previous_daynight_phase_object return KGC::DayNight::PHASE[daynight_phase - 1] end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Screen #============================================================================== class Game_Screen #-------------------------------------------------------------------------- # ● Open instance variable #-------------------------------------------------------------------------- attr_reader :daynight_tone # Color tone of day and night #-------------------------------------------------------------------------- # ● Clearing #-------------------------------------------------------------------------- alias clear_KGC_DayNight clear def clear clear_KGC_DayNight clear_daynight end #-------------------------------------------------------------------------- # ○ Clearing the variable for day and night change #-------------------------------------------------------------------------- def clear_daynight @default_tone = Tone.new(0, 0, 0) # Coordinate initialization for movement decision @daynight_x = 0 @daynight_y = 0 # Count initialization for frame renewal @frame_count = Graphics.frame_count @daynight_tone_duration = 0 apply_daynight end #-------------------------------------------------------------------------- # ○ Applying the color tone of day and night #-------------------------------------------------------------------------- def apply_daynight return if $game_map == nil # In case of the map which nullifies change if $game_map.daynight_void? if @daynight_tone_changed # You reset to the early color tone @tone = @default_tone.clone @daynight_tone = @tone.clone @daynight_tone_changed = false end return end # Applying the present color tone @tone = $game_system.daynight_phase_object[1].clone @daynight_tone = @tone.clone # In case of actual time transition if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME time = Time.now # Transition to the phase which matches KGC::DayNight::PHASE.each_with_index { |phase, i| if phase[2] <= time.hour start_tone_change(phase[1], 1) $game_system.daynight_phase = i break end } end @daynight_tone_changed = true end #-------------------------------------------------------------------------- # ○ Acquisition of color tone #-------------------------------------------------------------------------- def tone if $game_temp.in_battle && KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE return @default_tone else return @tone end end #-------------------------------------------------------------------------- # ● Start of color tone modification # tone : Color tone # duration : Time #-------------------------------------------------------------------------- alias start_tone_change_KGC_DayNight start_tone_change def start_tone_change(tone, duration) duration = [duration, 1].max start_tone_change_KGC_DayNight(tone, duration) @daynight_tone_target = tone.clone @daynight_tone_duration = duration end #-------------------------------------------------------------------------- # ● Frame renewal #-------------------------------------------------------------------------- alias update_KGC_DayNight update def update update_KGC_DayNight update_daynight_transit end #-------------------------------------------------------------------------- # ● Renewal of color tone #-------------------------------------------------------------------------- alias update_tone_KGC_DayNight update_tone def update_tone update_tone_KGC_DayNight if @daynight_tone_duration >= 1 d = @daynight_tone_duration target = @daynight_tone_target @daynight_tone.red = (@daynight_tone.red * (d - 1) + target.red) / d @daynight_tone.green = (@daynight_tone.green * (d - 1) + target.green) / d @daynight_tone.blue = (@daynight_tone.blue * (d - 1) + target.blue) / d @daynight_tone.gray = (@daynight_tone.gray * (d - 1) + target.gray) / d @daynight_tone_duration -= 1 end end #-------------------------------------------------------------------------- # ○ Renewal of phase transition #-------------------------------------------------------------------------- def update_daynight_transit # When manual change is done, if $game_temp.manual_daynight_duration start_tone_change($game_system.daynight_phase_object[1], $game_temp.manual_daynight_duration) $game_temp.manual_daynight_duration = nil @daynight_tone_changed = true end return unless $game_system.daynight_change_enabled # Change return if $game_map.daynight_stop? # In the midst of stop if KGC::DayNight::STOP_ON_EVENT interpreter = ($game_temp.in_battle ? $game_troop.interpreter : $game_map.interpreter) return if interpreter.running? # In the midst of event execution end case KGC::DayNight::METHOD when KGC::DayNight::METHOD_TIME # Time update_daynight_pass_time when KGC::DayNight::METHOD_STEP # The number of steps update_daynight_step when KGC::DayNight::METHOD_RTIME # Actual time update_daynight_real_time end end #-------------------------------------------------------------------------- # ○ Transition: Time lapse #-------------------------------------------------------------------------- def update_daynight_pass_time # Count growth calculation inc_count = Graphics.frame_count - @frame_count # When the addition quantity is strange, it returns if inc_count >= 100 @frame_count = Graphics.frame_count return end # Count addition $game_system.daynight_counter += inc_count @frame_count = Graphics.frame_count # State transition decision count = $game_system.daynight_counter / Graphics.frame_rate if count >= $game_system.daynight_phase_object[2] transit_daynight_next end end #-------------------------------------------------------------------------- # ○ Transition: The number of steps #-------------------------------------------------------------------------- def update_daynight_step # If it is not moving, it returns return if @daynight_x == $game_player.x && @daynight_y == $game_player.y @daynight_x = $game_player.x @daynight_y = $game_player.y # Count addition $game_system.daynight_counter += 1 # State transition decision count = $game_system.daynight_counter if count >= $game_system.daynight_phase_object[2] transit_daynight_next end end #-------------------------------------------------------------------------- # ○ Transition: Actual time #-------------------------------------------------------------------------- def update_daynight_real_time time = Time.now # State transition decision time1 = $game_system.daynight_phase_object[2] transit = (time1 <= time.hour) if $game_system.previous_daynight_phase_object != nil time2 = $game_system.previous_daynight_phase_object[2] if time1 < time2 transit &= (time.hour < time2) end end if transit transit_daynight_next end end #-------------------------------------------------------------------------- # ○ It transits to the following state # duration : Transition duration #-------------------------------------------------------------------------- def transit_daynight_next(duration = KGC::DayNight::PHASE_DURATION) $game_system.daynight_counter = 0 $game_system.progress_daynight_phase # Days lapse decision if $game_system.daynight_phase == KGC::DayNight::PASS_DAY_PHASE $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += 1 end # Color tone change start_tone_change($game_system.daynight_phase_object[1], duration) @daynight_tone_changed = true end #-------------------------------------------------------------------------- # ○ State of default (0, 0 and 0) it resets # duration : Transition duration #-------------------------------------------------------------------------- def set_daynight_default(duration) start_tone_change(@default_tone, duration) end #-------------------------------------------------------------------------- # ○ Reconstructing present phase # duration : Transition duration #-------------------------------------------------------------------------- def restore_daynight_phase(duration) start_tone_change($game_system.daynight_phase_object[1], duration) @daynight_tone_changed = true end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ● Setup # map_id : Map ID #-------------------------------------------------------------------------- alias setup_KGC_DayNight setup def setup(map_id) setup_KGC_DayNight(map_id) @screen.apply_daynight end #-------------------------------------------------------------------------- # ○ Check if the day and night change stopped #-------------------------------------------------------------------------- def daynight_stop? info = $data_mapinfos[map_id] return false if info == nil return (info.daynight_stop || info.daynight_void) end #-------------------------------------------------------------------------- # ○ Check the validity of the Day and night change #-------------------------------------------------------------------------- def daynight_void? info = $data_mapinfos[map_id] return false if info == nil return info.daynight_void end #-------------------------------------------------------------------------- # ● Acquisition of [enkauntorisuto] #-------------------------------------------------------------------------- alias encounter_list_KGC_DayNight encounter_list def encounter_list list = encounter_list_KGC_DayNight.clone # Appearance conditional decision list.each_index { |i| list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]]) } return list.compact end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Spriteset_Battle #============================================================================== if KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE class Spriteset_Battle #-------------------------------------------------------------------------- # ● Renewal of battle floor #-------------------------------------------------------------------------- alias update_battlefloor_KGC_DayNight update_battlefloor def update_battlefloor update_battlefloor_KGC_DayNight @battlefloor_sprite.tone = $game_troop.screen.daynight_tone end end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● Start processing #-------------------------------------------------------------------------- alias start_KGC_DayNight start def start $game_map.screen.clear_daynight start_KGC_DayNight end end
P.S. Зачем так много восклицательных знаков?????????????????
Последнее редактирование: 14 года 9 мес. назад пользователем SaretOdin-Sol.

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Проект месяца 2 место Ветеран Оратор
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14 года 9 мес. назад - 14 года 9 мес. назад #47544 от Green-Leo
Green-Leo ответил в теме Смена времени
А вот туториал)
rpg-maker.info/forum/kurs-nachalnyh-znan...a-i-nochi-v-vx#47543
Чтобы не пользоваться скриптами для таких пустяков)
Последнее редактирование: 14 года 9 мес. назад пользователем Green-Leo.

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