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> The RMXP Standard Development Kit, Version 2.3
SephirothSpawn
post Mar 29 2006, 05:31 AM
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SDK - Standard Development Kit (2.3)


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 itâ??????s SDK compatible and what version itâ??????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.

The Upgrade Patch: The upgrade patch is an attempt to help people switch from the 1.5 version to the 2.0 with a limit on the troubles. It is not required, but will not affect you game at all. Nothing is guaranteed to make every 1.5 script work with the 2.0, but it is an attempt.
SDK Team Members:
Near Fantastica
Fuso
Wachunga
Prexus
Trickster
SephirothSpawn
FAQ :
What is the SDK?
QUOTE
The Standard Development Kit (SDK) aims to increase compatibility between
RGSS scripts by:

a) defining a set of scripting standards (see section 3)
b) restructuring often-used default classes and methods (see section 4)
c) providing a scripting tools module (see section 5)
Dose this goes above main?
When you are installing the SDK place it above the all your other scripts but below the default scripts.

Will my old scripts still work?
If your scripts work now then they should work after you install the SDK although that is not 100% tested
Support :
If you are in need of any support with the SDK, please use this topic.
Installing the SDK 2.3 :
  1. Do one of the following :
  • A) RSC Require Method
  1. Create a folder named 'RSC Hidden Files' (no ' marks) in your Game folder
  2. Copy and paste the 'The RMXP SDK 2.3.rsc' file in your 'RSC Hidden Files' folder
  3. Get the RSC Require Script (http://www.rmxp.org/forums/showthread.php?t=21163) and add it to your script editor
  4. Open the 'The RMXP SDK 2.3 RSC Setup.txt' document
  5. Copy and paste all the text in the document into your game's script editor under the RSC Require script, and above all other scripts.
  6. Edit this line : Include_SDK_Parts = [2, 3, 4, 5] to include what parts of the SDK you with to include, with the part 5 being the path.
  • B) Using the Script Editor Method
  1. Open the 'The RMXP SDK 2.3 Complete.txt' document
  2. Copy and paste all the text in the document in your script editor above all other scripts.
  3. Edit this line : Include_SDK_Parts = [2, 3, 4, 5] to include what parts of the SDK you with to include, with the part 5 being the path.
Here are the Files



Everyone please only post in this thread if you need help, have a question, or suggestion on SDK, If you have a question about one or more of the scripts Near's Test Bed then use the RGSS Support Forum

This post has been edited by SephirothSpawn: Aug 6 2007, 12:59 AM



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Jimmie
post Mar 29 2006, 05:34 AM
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Did you SDK people fix the 'wait' command for this release?

Just askin' :eusa_whistle:


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GoldenShadow
post Mar 29 2006, 05:35 AM
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Finally you posted it and I see the post now.
I've been looking for the SDK pack as I needed to make several cool snippets SDK compatible.
I'll contact you about it soon enough.

Peace. :alright:



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SephirothSpawn
post Mar 29 2006, 05:39 AM
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To quote Near on the Wait Command

QUOTE(Near)
Your problem has nothing to do with the Wait command. Event Wait command in the SDK. It works just the same as in other systems. Because the SKD may effect the run time of the system and wait is in frames it’s the same as add any other script really wait can become sued because of the system is runing faster or slower

It mite also have to do with this “after my cinema phase” are your cinematic a script…? If so placing the SDK below it will over right what ever you have done.



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Jimmie
post Mar 29 2006, 05:43 AM
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Wow, a custom title. How'd he do that?
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The event command in the SDK is not the same. It needs to return after the wait, not continue processing the event. I changed a few lines in my version of the SDK and everything worked perectly again. I even posted a fix in the SDK topic, and it's used in OS to fix the wait problems.


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SephirothSpawn
post Mar 29 2006, 05:46 AM
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Could you again post it here, and I will talk with Near about it.



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Jimmie
post Mar 29 2006, 05:49 AM
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Wow, a custom title. How'd he do that?
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Sure thing.

In Game_Character, replace
def update; def update_wait
with this:
CODE
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
#Wait, and if it's finished, proceed.
unless update_wait == true
update_movement_type
update_animation

return if update_force? == true
return if update_event_execution? == true
update_movement
end
end
#--------------------------------------------------------------------------
# * Update Wait
#--------------------------------------------------------------------------
def update_wait
# Reduce wait count
@wait_count -= 1 if wait_count > 0
return (@wait_count > 0)
end
end


This post has been edited by jimme reashu: Mar 29 2006, 05:52 AM


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SweetPoet
post Mar 29 2006, 09:57 PM
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I'm having an issue concerning sdk...I plugged it into my game, wanting to take advantage of the character generation script...the game runs fine, but for some reason, it is not possible to LOAD a game from the title screen...

I've changed over to rpgxp 1.02e with the r&w patch, but I also tried loading it in postality with the same effect.

Is there something in sdk that would make me unable to load a game, even without any scripts using it yet?


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justin_grant
post Mar 29 2006, 10:06 PM
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Thanks man (or women, dunno... I just use man as part of my english...) I just PMed you requesting this yesterday.... I owe ya one
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SephirothSpawn
post Mar 29 2006, 10:19 PM
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@SP: The Main concern is, I am guessing you are not using the legel version. :esua_naught:

Anyways, find all occurances of .rxdata and change them to the type of file your system normal saves files.



Updated to Version 1.5

Wait Command Fixed


This post has been edited by SephirothSpawn: Mar 29 2006, 10:48 PM



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post Apr 4 2006, 05:31 PM
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Would it make it possible to use complex japanese scripts with this? I can't get the XRXS-FMBS(Full-Move Battle System) to work normally. It crashes when I attack, but I can still walk around.

Sounds good, i'll get it when I get my project going again.









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post Apr 9 2006, 10:54 PM
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[quote name='SephirothSpawn' date='Mar 29 2006, 10:19 PM' post='91065']
@SP: The Main concern is, I am guessing you are not using the legel version. :esua_naught:

Anyways, find all occurances of .rxdata and change them to the type of file your system normal saves files.

I'm using English 102 with the R&W patch, would that be the problem?


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post Apr 10 2006, 08:59 PM
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I'm almost getting it




The SDK makes it so I can't continue on my saved game files.
How do I fix this?
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Jimmie
post Apr 11 2006, 01:24 AM
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QUOTE(Seph)
The Main concern is, I am guessing you are not using the legal version. :eusa_naughty:
It's eusa

Anyways, find all occurances of .rxdata and change them to the type of file your system normal saves files.



Ryu: No, chances are higher that it'll make it not work at all :icon_wink:
If the script wasn't written with the SDK in mind, then it won't work better with the SDK installed.

This post has been edited by jimme reashu: Apr 11 2006, 01:25 AM


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post Apr 11 2006, 01:11 PM
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Current Version of rpgxp is eng102 r&w
installed in this order:
Postality (for compatibility)
English 100 Trial
Engligh 102 update (copied Data folder)
R&W update (replaced Data folder w/102 version)

current project Poesia, originally written in Postality, then converted over to eng 102

I haven't had any compatibility issues with the conversion. I input the SDK because the character generation script requires is, but when I ran the game, I couldn't load any save files. I took out the character generation, meaning that NOTHING is accessing the SDK except for whatever it does natively, still can't load

My save files are listed as SaveX.sav. Which I assumed was the native format of rpgxp since EVERY version I've used has used those files... Does the FULL legal version save its save files as rxdata? Is that why the SDK fries my ability to save?


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SephirothSpawn
post Apr 11 2006, 01:16 PM
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Yep. Just change them to .rxdata



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post Apr 11 2006, 07:49 PM
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I changed all of the .sav's to rxdata......
I still can't continue my games.....
x.x i'm like mad now, do you have to change the .save's to?
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post Apr 12 2006, 08:16 AM
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Forget it, I know what to do now wink.gif

This post has been edited by Entity: Apr 12 2006, 08:59 AM



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post Apr 22 2006, 05:06 PM
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When is 1.6 coming out?



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post May 29 2006, 05:23 PM
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For the people who can't load

If its .sav you need change some of the rxdata to sav but not the map files but hopefully you know which one.

If its .sav just look for it it should only be one unless its .save you don't need to change it jsut look for .sav and change it to .rxdata
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