Thread:Beneblade2142/@comment-46261745-20200915155400/@comment-46261745-20200916033203

The Demon Route ideas seem solid. I was thinking of leaving the first iteration as usual, but there's not really any reason for that, so diving into Satella route could work. Giving her as an early reward could also be incentivizing to actually try it out.

I will try to piece together all the ideas you put on structture and charactters into tthe planning document and I'll get back to you once I have a draft of that!

Hmm, regarding modding SR, my somewhat uneducated guess is that SR is on the hard side to mod.

On the bright siide, you can always ask the community for help. I've been relying on RottenBlock and Nunhara for anything that really stumps me, and they are always quick to respond. FixSRWiki also has amazing knowledge of the game, so he's a good one to turn to if there's something SR specific.

If you just wanted to mod a few events though, that shouldn't be too hard. The events all use similar syntax, and I'd be happy to help with questions and maybe a common commands list  - particularly if you wanted to tackle one of the uniques, like the archer! That would be amazing! Even if it's just the dialogue, that is the hard part to nail.

You can take a look through some of these .jafs (these are the new events I've made so far) with any text editor. It should give an idea of how different things are done. http://www.mediafire.com/file/116a8s2oebp8r28/file

I'd suggest downloading the AINDecompiler and ALDDecompiler and FixSRWiki's support files too, just so ou can reference things and get a sense yourself. These programs are fantastic. https://alicesoft.fandom.com/wiki/User_blog:RottenBlock/System_Programming_Resources (See 4 Specific Game Support and the ALDExplorer2 further up the page. )

I'm really not a good reference point since I'm not a coder by trade, I just dabble a bit, maybe it's all a lot more legible to you!

As for why I think it's probably on the hard side:

a) It's littered with Japanese variable names (I am only having a relatively easy time of this because I can read them all without a dictionary),

b) It's not written in a widely used language. System 40, I think?, isn't really javascript or C++, but some kind of similar unique language.

c) all the resource files are indexed with numbers. Background music 101 or image 58, etc for instance. So you have to constanttly page through the image/sound archives to retrieve the right codes.

d) There's a secret code for a lot of stuff... The global flags, for instance, are used everywhere, but are not easy to find. Fortunatetly, FixSRWiki and ToufuGuy and Somehani put together an index of these, but there are still a few less used code systems that aren't as well documentetd,

e) there's a bunch of stuff that is not called through the main functions. I'm still not sure how much of it is running, but it's difficult to track down how something actually impacts the game. A lot of this has to do with the user inputs and application of graphics to the UI and how that relates back to, for example, the battle functions.  Neither calls the other, it's an invisible hand off somewhere... so you have to go hunting for functions that pick up where the other left off.

This gets even more complicatted since some functioins are invisible in the AINDecompiler... AINDecompiler doesn't even allow you to edit or even see certain things. I've only had to use Nunhara's tool twice so far (for battle relatetd graphics for new skills), but there are some things that are just impossible to mod without it, and Nunhara's tool is all in command line and .jam, which is, at least for me, very hard to follow...