For example suppose I had the standard battle system, and then in certain events I would run it maybe as a side-view, or even as a completely different one (maybe using the fire emblem scripts).
Kind of like mini-games, or perhaps even as part of the story.
I would guess the structure would be like
CODE
If some condition is satisfied (map name, event name, event comment, etc)
execute battle using these set of scripts
else if some other condition
execute battle using these set of scripts
else
maybe default
execute battle using these set of scripts
else if some other condition
execute battle using these set of scripts
else
maybe default
Where I abstract it so that I have generic "interface" that is exposed to the rest of the game (ie: Scene_Battle.new), but then the rest of the code would load different subclasses.
Performance-wise, how would it behave? I'm thinking only the transition to the battle scene as well as loading time, but maybe there's something I'm overlooking?
I would structure it such that the generic flow is the same, but I would instantiate one of the subclasses and call those methods.