The SDK is a rewrite of many of the default classes, a module with scripting tools and a set of scripting standards. The SDK is aimed at the compatible issues of many scripts fighting over the same methods of the default classes. The SDK breaks up these methods into many other methods.
targeted directly at one function. The hope is that by breaking up these methods you limit the need to over write then whole method and can Alias just the area or function you want to add to or edit
2. What is the SDK?/ SDK Features
The SDK is a rewrite of many of the default classes, a module with scripting tools and a set of scripting standards. The SDK is aimed at the compatible issues of many scripts fighting over the same methods of the default classes. The SDK breaks up these methods into many other methods targeted directly at one function. The hope is that by breaking up these methods you limit the need to over write then whole method and can Alias just the area or function you want to add to or edit.
The SDK should NOT be edited and redistribute without contacting a member of the SDK Team. Edits to the SDK may cause massive capability errors and would defeat what we are trying to do here.
When you post a script you should state if it's SDK compatible and what version it's compatible with. A member of the SDK Team will review it and flag it to receive a SDK logo signifying that it is indeed SDK compatible. Questions regarding the SDK or making scripts SDK compatible should be directed to a SDK team Member. SDK scripts are in NO way better then non SDK scripts. A higher level of time and effort has however been invested into them by the scripter to hopefully limit compatibly issues.
New in 2.0
The SDK has changed a lot in this upgrade. The first change is the separation of the SDK. The SDK has been separated into 4 parts now, allowing users and scripters more options.
Part I is for everyone. Adding the SDK Part I will not destroy your project. Instead, Part I is focused on the SDK module and the additional SDK::Scene_Base class (see below). Part I also includes standard fixes such as the script call freeze and a help prevention of windows trying to dispose multiple times. There is also a method created to test if a page's conditions have been fully reached.
After Part I, you only need to include the parts for scripts that require additional parts. If a script requires Part II, but not III or IV, you do not need to put them in your project. Same goes for Part III. However, if a script Requires Part IV, you must also have the Part III, as Part IV uses methods created in Part III. It is advised to just have all parts, but not recommended unless otherwise specified.
Part II is specified for the Game, Sprite & Spriteset classes. Part III is the conversion of all Scene classes to use the SDK::Scene_Base class. Part IV is the re modification of how commands work. The target here : adding commands in scenes made easy.
The SDK::Scene_Base class can and should be used as the parent class of all classes. It : provides a structure to the main method ; auto-update and dispose objects. To read more about it, check the SDK Documentation.
Part IV's separation of scene command input uses a sub-module in the SDK, Scene_Commands. All scenes should have a sub-module for anything that uses Window_Command, or Window_HorizCommand. It is not required, just highly recommended.
1. Allgemein
Sprache Englisch, Braucht keine Sprache Maker RPG Maker XP SDK Braucht SDK APD Benötigt kein APD Mex Kein Mex-Code RDoc Documentation
2. Compatibility Notes
2.1. Used Classes
$game_party)
'
:
Bitmap
Game_Actor
Game_Battler
Game_Character
Game_Event
Game_Map
Game_Player
Game_map
Interpreter
Module
Module
Object
RPG::Event::Page::Condition
RPG::Sprite
RPG::Troop::Page::Condition
SDK::Scene_Base
Scene_Battle
Scene_Battle
Scene_Debug
Scene_End
Scene_Equip
Scene_File
Scene_Gameover
Scene_Item
Scene_Load
Scene_Map
Scene_Map
Scene_Menu
Scene_Menu
Scene_Name
Scene_Save
Scene_Shop
Scene_Skill
Scene_Status
Scene_Title
Scene_Title
Sprite_Battler
Spriteset_Battle
Spriteset_Map
Window_Base
Window_Command
Window_EquipItem
Window_HorizCommand
Window_Message
Window_PartyCommand
Window_SaveFile
Window_ShopCommand
and
are
brings
deals
default
definition
divides
for
handles
has
is
name
now
of
performs
such
that
2.2. Used Modules
SDK
SDK::Scene_Commands
SDK::Scene_Commands)
SDK::Vocab
Scene_Battle
Scene_End
Scene_Menu
Scene_Shop
Scene_Title
contains
definitions
is
of
see
updates
2.3. Used Global Variables
$BTEST
$BTEST
$DEBUG
$data_actors
$data_animations
$data_armors
$data_classes
$data_common_events
$data_enemies
$data_items
$data_skills
$data_states
$data_system
$data_tilesets
$data_troops
$data_weapons
$game_actors
$game_map
$game_map"
$game_party
$game_player
$game_player"
$game_screen
$game_self_switches
$game_switches
$game_system
$game_temp
$game_troop
$game_variables
$scene
2.4. Aliasses
was added. All code added to methods that can not be aliased must be
Aliasing a method is preferable to overriding it; an alias should be used
whenever possible to increase compatibility with other scripts. All aliased
method names must either be logged, or by using the alias_method method in
class Module. All alias names must have the following format:
Öffne dein Projekt mit dem Maker. Danach öffne mit F11 den RGSS Editor, scrolle links die Liste bis zum Schluss. Klicke dann rechts auf 'Main' und dann 'Insert'. Nenne das neue Skript SDK - Standard Development Kit V2.4 und füge auf der rechten Seite ein: QuellcodeWeiterlesen