Thorough comprehension to the default RMMV battle flow implementations
This topic aims to share my understandings to the default RMMV battle flow implementations, and I'll share the most advanced stuffs I know here fully. So you're assumed to have at least:- Thorough comprehension to the default RMMV battle system on the user level
- Decent battle related javascript coding proficiency(experienced plugin developer having written at least dozens of decent battle related plugins with decent code qualities)
- Solid understanding to the default RMMV battle flow implementations
The focus of this topic corresponds to 'Applying' in the new version of the Bloom's Taxonomy.
Contents
I.Roles Of Battle Flow In Battle
1. Battle Elements
2. Without Battle Flow
3. Battle Rules
4. Summary
II. RMMV MVC Architecture
1. Model
2. View
3. Controller
4. Application To Battle Flow
5. Summary
III. RMMV Constraints
1. Successor Of RMVXA
2. Implication To Battle Flow
3. Summary
IV. Essences Of Default RMMV Battle System
1. Separation Of Inputs And Outputs
2. Batch Processing Nature
3. Mixing Paradigms
4. Summary
V. Battle Flow Design
1. Scene_Battle
2. BattleManager
3. Window_BattleLog
4. Summary
VI. Battle Flow Implementation
1. Scene_Battle
2. BattleManager
3. Window_BattleLog
4. Summary
VII. Battle Flow Code Qualities
1. Invariants
2. Correctness
3. Robustness
4. Coupling
5. Cohesion
6. Flexibility
7. Summary
VIII. Summary
Before actually covering any of the above contents, I want to explain why this topic's structured this way:
1. The main focus of the basic knowledge and solid understanding counterparts are what and how respectively, so this topic, which are supposed to be on an even higher level, should focus on why.
2. As the battle flow's always a component of its underlying battle system, the first part for answering the 'why' question is to thoroughly comprehend the roles of the former in the latter.
3. As a battle system of a game's always a part of the game, the latter's architecture will naturally dictate the former's design, which is vital in answering the 'why' question.
4. As the codebase of the battle flow's open to RMMV users, in which some of them will want/need to thoroughly comprehend those source codes, it's vital in fathoming the implication of the demanded thorough comprehension as constraints applied to the battle flow, ultimately restricting its design choices.
5. As the battle flow's a part of the default battle system, the former must be designed and implemented in ways conforming to all the latter's essences.
6. Therefore point 2 -5 must be taken into account when designing the battle flow, which determines its implementation.
7. Finally, applying code qualities to the battle flow and further grasp its core characteristics, which eventually aid in thoroughly comprehending the battle flow. Only those code qualities I think have anything special and important when it's applied to the battle flow will be mentioned.
I'll start to talk about the contents in the upcoming replies in this topic. For now, let's cite the detailed battle flowcharts as both a preparation on what I'm going to cover and a revision on what you're assumed to know already:
SpoilerBattle Frame Update -
Spoiler
Battle Start -
Spoiler
Action Input Phase -
Spoiler
Action Execution Phase -
Spoiler
Battle End -
Spoiler
本贴来自国际rpgmaker官方论坛作者:DoubleX处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/thorough-comprehension-to-the-default-rmmv-battle-flow-implementations.72921/
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