Well, turns out that was a bit of an effort in futility.
The only files I had access to were the common files (probably not a good idea to mess with) and the tifa script. So, I went through the tifa script, it seems straight forward enough.
*Before I go through it, I'd like to note here that you devs may already know about the issues, but I felt I'd go over them for reiteration's sake.
I could only see a couple things that would confuse future scripters. Since I didn't have access to any of the other files, obviously I wouldn't know what some of the other variable names that had been previously used.
In other words,
hide screen pyt_city_plaza
there's no way a scripter could know this prior to making their script. Also, assuming future scripts will be done for multiple locations (not just the plaza), is it possible for there to be a generic variable for this? (maybe there is and I just don't know it yet)
Hopefully, we'll eventually get a list of variables that scripters might need to know.
Tifa's quest is supposed to show some of the capabilities of framework and game, show a level of complexity and if someone's interested and capable with some time on their hands, either join the dev team or just write events to be added later.
After I get around to coding in modding capabilities, screens will be hidden (whenever possible) before modder takes over the gameflow.
It is not likely possible to create a list of all variables in the game, but I will make a list of relevant variables for modding guide when code matures to the point where it makes sense to write one.
And of course, I'd love to start messing with the battle stuff, but unfortunately I have no idea where
jump tifa_battle_scenario
leads to.
Leads to battle scenario, it's fairly straight forward as well but should be outside of a scope for a modder until I get around to writing a bridge function between game and battle engine that would make it simpler.
And yes, I did notice the comments at the top that said the unique event hasn't been implemented yet and you're currently using a work around.
Most of the issues you've raised will be addressed after unique and replacement of generic events/interactions will be implemented.
But I look forward to being able to do more things then edit the xml files and tifa's dialogue.
Game is open source but I see no point in releasing script files of main game elements instead of bitcode ones because:
1) Anyone who can make significant improvements without consulting dev team would know how to convert bitcode into script.
2) Anyone who has time + skill to contribute would be better off joining dev team and work on the game as a part of common effort, I would prefer 'Slavemaker' approach to 'WM' approach making all worthy mods/packs part of the game (to be downloaded as a whole or as separate packages). That way it would be possible to keep game elements in check and make sure mods do not fail and being maintained as game itself expands.
3) Another concern is also the ease of moddibility and code readability. Lets say someone doesn't like one small aspect of the game, finds where to change that and throws modified file in the forum (in many places that would require just a bit of whit and maybe basic understanding of programming), 10 - 20 people download that and use it in game, we release a patch with new features where that file is not being upgraded or we release bitcode version that edited script version will override. 10 - 20 people who may by then have forgotten about the small mod might get an impossible to trace bug that will take forever to figure out.