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No, no, no, and no. There's no need for external documents, notes or even comments, properly naming your switches, variables, and common events, is all you need to do, to know what does what/what goes to what.Thanks for advice, but I did, I even wrote all section of switches,variables and common event in Microsoft Word for documentation the use of it one by one. i.e Index 1 - 10 Used as a music switches and something like that. What I emphasize is, what event can done, is limited, compared to script, yet great eventer can overcome this with their own creativity in manipulating variable, switch, and common event(And usually a lots of it).
For example : I want to give a certain skill a mark, so when it being cast by either actor or enemy(which has the skill), a tint screen effect will appear and also put how many turns should the tint screen last in screen, for each skill can be different in type tint and amount of turn. Now I remember I read a thread someone could do this via eventing that involves common event, conditional branch, and switch, I tried to think how it can be done via common event without touching script, and for almost 1 hour I can't solve it. Then I do it via script, and not more than 1 hours it can be done easily, without involves any common event, conditional or switch. Just give notetags in certain skill and it will do what it should do(really simple), but of course I need to know in which place should the code take place, what is the algorithym and etc, perhaps this is the difficult part in scripting, but again if you can do this at leat one time, next time doing this will be a breeze, especially if you like to give documentation.
But again it depends on the person, everyone has their superiority and I appreciate it.
That can be done, but since common events can't run as a parallel proc during battle, you'll most likely need the help of a troop event page to put it off(only one page though, so It's not that bad). Needless to say most things involving dynamic effects "during" battle or changing the battle system/menu commands, require coding, however the vast majority of imagineable events, can be done by pure eventing, because just about every possible variable that is needed, to pull off every function imagineable, is a option(there's only 1-2 options needed, to make the variable setup, flawless)
Hell I created a extremely advanced random, module based map generator by pure eventing. It doesn't get much crazier then that(connecting maps that technically don't exist to other maps that don't exist, and locking them in place, is a tricky feat to say the least). As you probally know, someone has figured a way to make a mini map system, just by eventing(sigh, they got to it before me, I wish I started using Ace a few years earlier) too, and just like every "system" created via eventing opposed to scripting, It's byfar more customizeable then the scripted versions of such. With non development tool type scripts, each script pretty much is set in stone as to what they do(you would have to drastically change the script, to change what it does), which makes it alot more easier to change or add a funtion to a evented system, then it is a scripted system. I also created a new type of tracking system, based off the procedure used to connect the modules/rooms, so if I want, I can actually make a mini map system, for a map that doesn't even exist in the database(it will treat all the generated modules combined, as a single map). I don't know if I'll use that for this game, but there's a good chance my next game will be a Rogue-Like, which this kind of mini map will be a must.
Also check the advanced eventing support thread, people are always trying to pull something crazy off, usually revolving around some kind of donkey math, all of which is possible ofcourse(because all the mathmatical options are present as variable options). There's very little you can't do with eventing, plus outside of Battle systems, and menu/hud systems, most of the restrictions are due to bugs/features they removed from the RPG Maker series(for whatever ******ed reason the developers want to use as an excuse).
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