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Script Troubleshooting / Re: [XP --> XPA] How does 'eva...
Last post by KK20 - April 25, 2021, 01:16:17 pm
Heads up, your second link didn't work.

SDK stands for standard development kit. It was a collaborative effort of many XP scripters to essentially rewrite the base XP scripts since XP wasn't exactly written with the best design principles in mind. The idea was to break up lengthy methods and modularize it, with the intent to make extending the base scripts easier for future user scripts. Basically, it tried to make XP look more like what VXA does.

Unfortunately, this caused a divide in the community since certain scripts now depended on SDK in order to function properly. Meanwhile, other scripters assumed no SDK was being used when writing their scripts, but now it's most likely incompatible when SDK is introduced. The idea had good intentions, but since it was never standardized, it ended up being a mistake. Not to mention, not all of the scripters who worked on the SDK were particularly good at programming either, so there's some poorly written/hackish solutions still lurking in it. We here at CP frown upon its usage as a result.

Anyways, the issue is the fact that Object#instance_variables has changed between Ruby versions 1.8 and 1.9; the former returned Strings while the latter returns Symbols. The solution is to convert the Symbols to Strings using to_s. Find and replace in Scene_Base:
  # * Main Processing : Disposal
  def main_dispose
    # Passes Through All Instance Variables
    self.instance_variables.each do |object_name|
      # Evaluates Object
      object = eval object_name.to_s
      # Pass Object To Auto Dispose
  # * Main Processing : Ending
  def main_end; end
  # * Main Processing : Update
  def main_update
    # Passes Through All Instance Variables
    self.instance_variables.each do |object_name|
      # Evaluates Object
      object = eval object_name.to_s
      # Pass Object To Auto Update
Script Troubleshooting / [RESOLVED] [XP --> XPA] How do...
Last post by SolarisSpell - April 25, 2021, 10:41:59 am

I've just realized that my project had and old script used for crafting, but after updating to XPA it just fails.

I'm trying to fix it, but is a script far too complex for meeĀ”. It uses something called SDK that I don't know what it is (but somehow is in my project) and when I call the script it fails in a line that uses 'eval'. It should just be a selection menu.

In order to clarify, I have prepared a demo of the XP version (which works) and another version for the XPA version (which doesn't work)

Crafting - XP

Crafting - XPA

Also, as an added bonus, if someone is having problems updating to XPA, maybe you can use this demo as base

General Discussion / Re: [XP] Trying to turn Intell...
Last post by SolarisSpell - April 25, 2021, 10:32:38 am
Maybe you could use Intelligence too improve skill effects.
For example, states are applied with a greater percentage if you have a greater Intelligence
Welcome! / Re: Presentation
Last post by SolarisSpell - April 25, 2021, 10:30:03 am
Hello Ti-Max

I'm also working with RPG Maker XP and have found lot of useful info in this forum and have received amazing help.
Hope you find it useful too ^_^
General Discussion / Re: [XP] Trying to turn Intell...
Last post by KK20 - April 24, 2021, 02:57:31 pm
It depends on what kind of game you're trying to make. If it was really simple, you could just have 2 stats: HP and ATK. You don't have to use everything that's available--only take what you need.
General Discussion / [XP] Trying to turn Intelligen...
Last post by MerryCureSlime - April 24, 2021, 02:33:59 pm
I had a little idea bulb and tried to open up a 'test' project. In it, I would use only the stats: HP, MP, STR (turned into Offense, and using it to calculate ALL damage, melee, ranged and spell-alike), DEX (turned into Defense), and Speed. That leaves out the Intelligence stat, which I could ditch, or try to incorporate it into another use...

...but I couldn't think of anything that I could use it for in the end.

Any of you has tried similar? What would you use this left-out stat for, under which flavor, with which mechanics, etc.?
General Discussion / Re: Web Audio API - Changing P...
Last post by Blizzard - April 21, 2021, 06:28:06 am
The thing with playback rate is that physically it always changes the pitch (that's just how sound waves work). If you want to change the playback rate without changing the pitch, what internally happens is that the sound wave is actually resampled to maintain the same pitch while speeding up or slowing down the playback rate. It probably depends on the browser whether it supports this or not. Unless you resample the waves yourself, you really won't be able to use that feature if the browser doesn't support it.
Welcome! / Re: Presentation
Last post by Ti-Max - April 21, 2021, 06:06:28 am
Yes, I see this, forums in general aren't what they used to be. Maybe I'll check out the Discord server.

Thank you.
Welcome! / Re: Presentation
Last post by KK20 - April 21, 2021, 12:45:27 am
Hello :hi:

Not many people around to "exchange" with, just a forewarning. A few of us do hang out in Discord though.
Welcome! / Presentation
Last post by Ti-Max - April 20, 2021, 05:25:47 pm
Hi Chaos Project community,

I'm Ti-Max, from Quebec, I work on RMXP since 14 years now and on my game called "Creas".

My skills in RPG Maker is more event programming and a little in script. My level in mapping and graphic are ok too.

I search several time for script on this forum and now i decide to register.

Hope we can exchange in the future.
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