- Some battle related javascript coding proficiency(inexperienced junior plugin developer having written at least several easy, simple and small battle related plugins without nontrivial bugs)
- Basic knowledge to the default RMMV battle flow implementations
Contents
I. Battle Frame Update
1. Battle Phases
2. Detailed Flow Reasoning
3. Summary
II. Battle Start
1. Init Phase
2. Start Phase
3. Detailed Flow Reasoning
4. Summary
III. Action Input Phase
1. Input Phase
2. Party Command Window
3. Party Escape
4. Actor Command Window
5. Detailed Flow Reasoning
6. Summary
IV. Action Execution Phase
1. Turn Phase
2. Action Phase
3. Turn End Phase
4. Battle Log Window
5. Spriteset Battle
6. Detailed Flow Reasoning
7. Summary
V. Battle End
1. Aborting Phase
2. Battle End Phase
3. Null Phase
4. Detailed Flow Reasoning
5. Summary
VI. Summary
Before actually covering any of the above contents, I want to explain why this topic's structured this way:
1. An effective and efficient way to quickly grasp the big picture of the default RMMV battle flow implementations is to simulate a turn covering all important details.
2. The battle flow's run by the Battle Frame Update per frame, so it's natural to explore that part first.
3. The battle always have a starting phase, which can have a slight impact on the battle flow before it actually runs, so it needs to be explored too.
4. The battle almost always starts in the Action Input Phase and ends in the Action Execution Phase, both of which are the most important parts of the battle, so the former will be explored before the latter.
5. The battle always have an ending phase as long as it ends normally, so it's better to explore it as well.
I'll start to talk about the contents in the upcoming replies in this topic. For now, let's cite the simplified battle flowchart as both a preparation on what I'm going to cover and a revision on what you're assumed to know already:
Spoiler
