=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