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SDK - Standard Development Kit V2.4 Englisch Braucht keine Sprache RPG Maker XP Läuft perfekt Braucht SDK Benötigt kein APD Kein Mex-Code

Autor Autor SDK Team
Läuft Läuft Läuft perfekt
3.75
Average: 3.8 (4 votes)
Your rating: Keines

Inhaltsverzeichnis Inhaltsverzeichnis1. Einleitung
2. What is the SDK?/ SDK Features

1. Einleitung

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.

Inhaltsverzeichnis Inhaltsverzeichnis1. Allgemein Allgemein
2. Compatibility Notes Compatibility Notes3. statistics statistics
4. Hilfe Hilfe

1. Allgemein Allgemein

Sprache Sprache Englisch, Braucht keine Sprache
Maker Maker RPG Maker XP
SDK SDK Braucht SDK
APD APD Benötigt kein APD
Mex Mex Kein Mex-Code
RDoc Documentation RDoc Documentation

2. Compatibility Notes Compatibility Notes

2.1. Used Classes 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 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 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 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:
  • alias new_method_name old_method_name
  • SDK.log_alias(:class_name, :old_method_name, :new_method_name)
  • alias_method :new_method_name, :old_method_name
  • required for you to put class name in the alias naming.
  • All scenes are now child classes of SDK::Scene_Base. You still must alias
  • - @aliases : Specifies Aliased Methods (Hash)
  • - SDK.log_alias(classname, oldmethodname, newmethodname)
  • - self.write_aliases
  • - self.return_alias_log(script = '')
  • alias_method :yourname_scriptname_classname_methodname, :oldmethodname
  • alias yourname_scriptname_classname_methodname oldmethodname
  • SDK.log_alias(:classname, :oldmethodname, :newmethodname)
  • @aliases = {}
  • @aliases.default = []
  • # * Logs an alias
  • def self.log_alias(classname, oldmethodname, newmethodname)
  • @aliases[@last_script] = [] unless @aliases.has_key?(@last_script)
  • @aliases[@last_script] << value
  • # Check for aliases
  • self.check_for_aliases(value) if Show_Method_Overwrite_Error
  • # * Writes a list of the aliases
  • def self.write_aliases
  • for line in self.sorted_alias_log
  • # * Returns alias log
  • def self.return_alias_log(script = '')
  • self.sorted_alias_log : @aliases[script]
  • def self.sorted_alias_log
  • for sname in @aliases.keys.sort
  • for a in @aliases[sname]
  • def self.check_for_aliases(value)
  • @aliases.each do |script, list|
  • value[1].to_s + ' aliased from ' + "#{con[1]} to #{con[2]}" +
  • @aliases.each do |script, list|
  • @@aliases = {}
  • alias_method :sdk_aliaslog_aliasmethod, :alias_method
  • def alias_method(newmethodname, oldmethodname, prevent_stack = true)
  • @@aliases[self] = [] unless @@aliases.has_key?(self)
  • return if @@aliases[self].include?(newmethodname) && prevent_stack
  • @@aliases[self] << newmethodname
  • SDK.log_alias(self, oldmethodname, newmethodname)
  • sdk_aliaslog_aliasmethod(newmethodname, oldmethodname)
  • alias_method :sdk_disableupdate_object_init, :initialize
  • alias_method :sdk_bitmap_init, :initialize
  • 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 alias

3. statistics statistics

Files Files 3
Classes Classes 74
Modules Modules 11
Methods Methods 667
Elapsed Elapsed 30.2s
Erstellt Erstellt 30.07.2008
Aktualisiert Aktualisiert 05.11.2009
Counter Counter

4. Hilfe Hilfe

Was ist ein Maker? Was ist ein Maker?
Was ist RGSS? Was ist RGSS?
Inhaltsverzeichnis Inhaltsverzeichnis1. Installation Installation
2. Quellcode Quellcode

1. Installation Installation

  1. 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: Quellcode Weiterlesen Weiterlesen
Probleme? Frag doch im Forum nach! Probleme? Frag doch im Forum nach!

2. Quellcode Quellcode

2.1. SDKV2.4 SDKV2.4

Anzeigen Anzeigen
SDKV2.4.rb SDKV2.4.rb (370.52 KB)
Monsters Script Explorer Monsters Script Explorer

2.2. SDKV1.5 SDKV1.5

Anzeigen Anzeigen
SDKV1.5.rb SDKV1.5.rb (92.68 KB)
Monsters Script Explorer Monsters Script Explorer
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