When I mean eventing is more complex, it's not the basic eventing

, it becomes more complex because what can be done via eventing is limited compared to scripting. I really amazed at people who can do something great(involves system or something else) via eventing that usually should be done via scripting, no offend

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They usually mess with a lot of variables, switches, nested conditional branchs, common events. And for me, remembering all those variables and it's value, conditional, which switch to trigger something, common event, what switch need to trigger it, it's really complex(at least for me). And compared to remember the RGSS library which is not dynamic, sometimes it can be a pain in the a**

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I mean for every new event or scene we need to make a new variable or switch, then we need to remember those thing and it's value, for a new scene, we need to make a new one again, and again and again(it's something new again and again, with dynamic value), whilst RGSS is not something dynamic, if you can remember how to make a window, then until ten years again the method is same

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More over what I mean a great eventer is really creative, this for example :