=begin Sprite Based Side View Battle Script by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- No requirements Displays battlers for the player's party. This script uses the player sprite facing left. ---------------------- Instructions ---------------------- Plug and play ---------------------- Known bugs ---------------------- None =end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Rewrites use_sprite? #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # ● New Method screen_x #-------------------------------------------------------------------------- def screen_x return 450 end #-------------------------------------------------------------------------- # ● New Method screen_y #-------------------------------------------------------------------------- def screen_y return 120 + self.index * 40 end #-------------------------------------------------------------------------- # ● New Method screen_z #-------------------------------------------------------------------------- def screen_z return 100 end end class Spriteset_Battle #-------------------------------------------------------------------------- # ● Rewrites create_actors #-------------------------------------------------------------------------- def create_actors @actor_sprites = $game_party.battle_members.reverse.collect do |actor| Sprite_Battler.new(@viewport1, actor) end end end class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # * Update Transfer Origin Bitmap #-------------------------------------------------------------------------- alias sbb_update_bitmap update_bitmap def update_bitmap if @battler.is_a?(Game_Actor) char_bitmap = Cache.character(@battler.character_name) sign = @battler.character_name[/^[\!\$]./] if sign && sign.include?('$') cw = char_bitmap.width / 3 ch = char_bitmap.height / 4 else cw = char_bitmap.width / 12 ch = char_bitmap.height / 8 end new_bitmap = Bitmap.new(cw, ch) sx = (@battler.character_index % 4 * 3 + 1) * cw sy = (@battler.character_index / 4 * 4 + 1) * ch new_bitmap.blt(0, 0, char_bitmap, Rect.new(sx, sy, cw, ch)) if bitmap != new_bitmap self.bitmap = new_bitmap init_visibility end else sbb_update_bitmap end end end