>>22961053Pfft, I suck shit at mapping. About all I'm good for is eventing.
Speaking of which, eventing is a bitch when you are working with someone else's code.
See here. Like yeah, some of them are obvious, like the (Starter)Yes switches, but then some of the others are really contextual. Some might be descriptive, but this doesn't tell me WHEN they are being used. Like, okay, I know that at some point a starter is stolen, and there's 2 events related to it. But how in bloody hell am I supposed to know which ones?
This can also be a problem when dealing with Autorun and Parallel Process events, because a lot of people will stick the event tile somewhere where the player can't go. So for example there might be an event somewhere in the game to make... I dunno, an NPC change it's position if you visit a specific map. It could be fucking ANYWHERE. It could be positioned on a wall in a cave and I would have not a single fucking clue where it is, so even if I knew "I need to edit the event that controls this NPC's behavior in this scene." I might not have the slightest clue where to find it.
There also seems to be a lot of script calls in just about everything. It doesn't use any default battle calls, for example. Everything points into the script database. So I would have to analyze every script and learn exactly what points to where. I haven't even looked at it yet but I assume I'm going to be confused as fuck when I do. Plus I don't know what sort of differences there are between RGSS2 and RGSS3, but I've always worked with RGSS3. Though I don't know how to actually do scripting, I at least know how to modify options and set entries in scripts.
Still looking at the data though...