class Sprite_Battler
 #--------------------------------------------------------------------------
 # â— ãƒãƒˆãƒ©ãƒ¼ä½œæˆ
 #--------------------------------------------------------------------------
 def make_battler_n01
  # åˆæœŸé…ç½®ã®å–å¾—
  @battler.base_position
  # 色相ã¯ãƒãƒˆãƒ©ãƒ¼ã¨ã—ã¦èªè˜
  @battler_hue = @battler.battler_hue
  # ãƒãƒˆãƒ©ãƒ¼ãŒã‚¢ã‚¯ã‚¿ãƒ¼ã®å ´åˆã€ã¾ãŸã¯ã‚¨ãƒãƒŸãƒ¼ã‚¢ãƒ‹ãƒ¡ãŒã‚ªãƒ³ã®å ´åˆ
  if @anime_flug
   # メインæ¦å™¨ã‚’用æ„
   @weapon_R = Sprite_Weapon.new(viewport,@battler)
   # エãƒãƒŸãƒ¼å転ãŒã‚ªãƒ³ã®å ´åˆã€ç”»åƒã‚’å転ã•ã›ã‚‹
   self.mirror = true if !@battler.actor? && @battler.action_mirror
   # Initializes mecha setting as not working
   @mech = false
   begin
    # 味方ã¯ã‚ャラクターåã€ã‚¨ãƒãƒŸãƒ¼ã¯ãƒãƒˆãƒ©ãƒ¼åã‚’å–å¾—
    @battler_name = @battler.character_name + '_mech' if @battler.actor?
    @battler_name = @battler.battler_name unless @battler.actor?
    # æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’利用ã™ã‚‹ã‹ã©ã†ã‹ã§è»¢é€å…ƒã®çŸ©å½¢ã‚µã‚¤ã‚ºã®èªè˜å…ˆã‚’変ãˆã‚‹
    self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
    self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
    # If mecha setting worked, remembers it
    @mech = true
   rescue Errno::ENOENT
    # 味方ã¯ã‚ャラクターåã€ã‚¨ãƒãƒŸãƒ¼ã¯ãƒãƒˆãƒ©ãƒ¼åã‚’å–å¾—
    @battler_name = @battler.character_name if @battler.actor?
    @battler_name = @battler.battler_name unless @battler.actor?
    # æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’利用ã™ã‚‹ã‹ã©ã†ã‹ã§è»¢é€å…ƒã®çŸ©å½¢ã‚µã‚¤ã‚ºã®èªè˜å…ˆã‚’変ãˆã‚‹
    self.bitmap = Cache.character(@battler_name) if N01::WALK_ANIME
    self.bitmap = Cache.character(@battler_name + "_1") unless N01::WALK_ANIME
   end
   # 転é€å…ƒã®çŸ©å½¢ã‚’å–å¾—
   @width = self.bitmap.width / @base_width
   @height = self.bitmap.height / @base_height
   # 矩形をè¨å®š
   @sx = @pattern * @width
   @sy = @anime_kind * @height
   # ãƒãƒˆãƒ©ãƒ¼æœ¬ä½“ã‚’æç”»
   self.src_rect.set(@sx, @sy, @width, @height)
  # アニメã—ãªã„ãƒãƒˆãƒ©ãƒ¼ã®å ´åˆ
  else
   # ビットマップをå–å¾—ã€è¨å®š
   @battler_name = @battler.battler_name
   self.bitmap = Cache.battler(@battler_name, @battler_hue)
   @width = bitmap.width
   @height = bitmap.height
  end
  # ãƒãƒƒã‚¯ã‚¢ã‚¿ãƒƒã‚¯æ™‚ã«ã¯ç”»åƒã‚’å転ã•ã›ã‚‹
  if $back_attack && @battler.actor?
   self.mirror = true
  elsif $back_attack && !@battler.actor?
   self.mirror = true
   self.mirror = false if @battler.action_mirror
  else
   self.mirror = false
   self.mirror = true if !@battler.actor? && @battler.action_mirror
  end
  # æ¦å™¨ç”»åƒã«åæ˜
  @weapon_R.mirroring if self.mirror && @weapon_R != nil
  # ä½ç½®ã‚’åˆæœŸåŒ–
  @battler.reset_coordinate
  # 原点を決定
  self.ox = @width / 2
  self.oy = @height * 2 / 3
  # スプライトã®åº§æ¨™ã‚’è¨å®š
  update_move
  # アニメ飛ã°ã—用スプライトを用æ„
  @move_anime = Sprite_MoveAnime.new(viewport,battler)
  # ピクãƒãƒ£ç”¨ã‚¹ãƒ—ライトを用æ„
  @picture = Sprite.new
  # ダメージスプライト作æˆ
  @damage = Sprite_Damage.new(viewport,battler)
 end
 #--------------------------------------------------------------------------
 # ◠転é€å…ƒãƒ“ットマップã®æ›´æ–° ※å†å®šç¾©
 #--------------------------------------------------------------------------
 def update_battler_bitmap
  if @battler.actor?
   if (@battler.character_name != @battler_name and
      @battler.character_name + '_mech' != @battler_name) or
      @battler.battler_hue != @battler_hue
    @battler_name =  @battler.character_name + (@mech ? '_mech' : '')
    @battler_hue = @battler.battler_hue
   end
  else
   if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue
    @battler_name = @battler.battler_name
    @battler_hue = @battler.battler_hue
   end
   if !@battler.exist?
    self.opacity = 0 if @effect_duration == 0 && @battler.collapse_type != 1
   end Â
  end Â
 end
end