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The RPGReader is a parser for RPG-Maker 2000 Games.
Find an easy way to change the class of the internalList which just needs a single line updated.
At the moment, every frame can has exactly one TimingUnit, which is wrong.
See title.
Changes of one of those need changes of both. Maybe there should be just one getter and setter for both?
Decide, when a function should use "throws", when it should throw an exception without using "throws" and when it should give a default value.
Both in the title mentioned methods need to be implemented at many, many places.
See title. Why? Because there are classes, that depend on using ArrayLists and I don't want a mix-up.
Cherry told me, that the MoveCommands could cause trouble.
See title. They are missing at many places. It's the truth!
The RPGReader definitly neeeds more of it!
LuciferEventPage and LuciferCommonEvent should both extend a class EventCommandContainer or something like that. Might be justfull for parent-attribute of LuciferEventCommand.
Rewrite LuciferEventCommand to use an enum instead of public static final ints.
The warnings about unknown IDs should return the ID as hex instead of base 10.
Find out, what ID1 in LuciferCellField means.
It could mean that the CellField is empty, but I'm not sure yet.
Everywhere, where it makes sense, there should be a "parent"-attribute, which should be setted automatically.
The RPG-Maker sometimes store information, which isn't really needed. A well known example are default-values. If you create a new map, it's size will be 20x15, though this isn't saved in the file. If you change the size and then change it back, the RPG-Maker will save that the map is 20x15, it will be stored in the file, though it isn't needed.
Because of how the RPGReader works, it already drops these default values, but there is more information, which can be dropped, e.g.:
In conditions, that don't check switches the switch-ID doesn't need to be stored (nor checked in the equals()-method)
In empty LuciferCellField almost anything (except for the empty-flag) doesn't need to be stored.
The empty-command 0,0,0,0, which is the "<>" one can see in the RPG-Maker, the placeholder for further Commands, should be generated automatically.
Make a copy of the game Sternenkind-Saga via reading the game and writing it elsewhere. Afterwards compare read both, the originial game and the copy, and compare them.
Test is passed, if the games are equal (or at least if the equals() method says so ;-) )
Create getters and setters and set public attributes to private.
Early versions of the BetterArray class where able to ensure a minimum size and the set-method would work with every id - if the id was out-of-bounds, the BetterArray was resized.
Either nothing should depend on that any longer or the new BetterArray should have a clean implementation of this feature.
Some classes have booleans, which represent, if something else if activated. If instances of these classes are compaired to each other and if the attribute is deactivated, the value of the attribute doesn't need to be checked.
See title
Create a documentation on how to use the RPGReader in general.
Design a new class, which holds both information about charactergraphics: The charset name and the position on the charset.
Decide, if the same makes sense for chipsets. Probably not.
Create "save" and "unsave" graphic-setters, where save setters check if the graphic exist, while unsave setters don't.
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