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Large party in animated side view

i was wondering if a certain person, (DVV) might be able to help me code this so that i can have 5+ party members in the battle at 1 time?




PHP:
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  Animated Battlers by Minkoff, Updated by DerVVulfman
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport, battler = nil)

    # Configuration
    @speed              = 10     # Framerate speed of the battlers
    @frames             = 4      # Number of frames in each pose
    @poses              = 11     # Number of poses (stances) in the template
    @mirror_enemies     = true   # Enemy battlers use reversed image
    @stationary_enemies = true  # If the enemies don't move while attacking
    @stationary_actors  = false  # If the actors don't move while attacking
    @calculate_speed    = true   # System calculates a mean/average speed
    @phasing            = false   # Characters fade in/out while attacking
    @default_collapse   = true  # Restores the old 'red fade' effect to enemies
    # Array that holds the id # of weapons that forces the hero to be stationary
    @stationary_weapons = [ ] # (examples are bows & guns)

    # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
    @frame, @pose = 0, 0
    @last_time = 0
    @last_move_time = 0
    cbs_initialize(viewport, battler)
    self.mirror = !!battler and @mirror_enemies
    viewport.z = 99
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias cbs_update update
  def update
    return unless @battler

    # Regular Update
    cbs_update

    # Start Routine
    unless @started
      @pose = state
      @width = @width / @frames
      @height = @height / @poses
      @display_x = @battler.screen_x
      @display_y = @battler.screen_y
      @destination_x = @display_x
      @destination_y = @display_y
      @started = true
    end

    # Cut Out Frame
    self.src_rect.set(@width * @frame, @height * @pose, @width, @height)

    # Position Sprite
    self.x = @display_x
    self.y = @display_y
    self.z = @display_y
    self.ox = @width / 2
    self.oy = @height

    # Setup Animation
    time = Graphics.frame_count / (Graphics.frame_rate / @speed)
    if @last_time < time
      @frame = (@frame + 1) % @frames
      if @frame == 0
        if @freeze
          @frame = @frames - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time

    # Move It
    move if moving
  end
  #--------------------------------------------------------------------------
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Damage State
    if [nil,{}].include?(@battler.damage)
      # Battler Fine
      @state = 0
      # Battler Wounded
      @state = 2 if @battler.hp < @battler.maxhp / 4

      if @default_collapse
        # Battler Dead (Red-Out Collapse)
        if @battler.dead? and @battler.is_a?(Game_Actor)
          @state = 10
          # Fix Opacity
          self.opacity = 255
        end
      else
        # Battler Dead (Pose-Type Collapse)
        if @battler.dead?
          @state = 10
          # Fix Opacity
          self.opacity = 255
        end
      end
    end
    # Guarding State
    @state = 3 if @battler.guarding?
    # Moving State
    if moving
      # If enemy battler moving
      if @battler.is_a?(Game_Enemy) 
        # Battler Moving Left
        @state = 5 if moving.eql?(0)
        # Battler Moving Right
        @state = 4 if moving.eql?(1)
      # Else actor battler moving
      else
        # Battler Moving Left
        @state = 4 if moving.eql?(0)
        # Battler Moving Right
        @state = 5 if moving.eql?(1)
      end
    end
    # Return State
    return @state
  end
  #--------------------------------------------------------------------------
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
    if @last_move_time < time

      # Pause for Animation
      return if @pose != state

      # Phasing
      if @phasing
        d1 = (@display_x - @original_x).abs
        d2 = (@display_y - @original_y).abs
        d3 = (@display_x - @destination_x).abs
        d4 = (@display_y - @destination_y).abs
        self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
      end

      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs

      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @pose = state
        return
      end

      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
      
      # Calculate Movement Speed
      if @calculate_speed
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
      end
      
      # Multiply and Move
      multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
      @display_x += (increment_x * multiplier_x).to_i
      @display_y += (increment_y * multiplier_y).to_i
    end
    @last_move_time = time
  end
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y)
    unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
           (@battler.is_a?(Game_Actor) and @stationary_actors)
      unless @stationary_weapons.include?(@battler.weapon_id)
        @original_x = @display_x
        @original_y = @display_y
        @destination_x = destination_x
        @destination_y = destination_y
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end
  #--------------------------------------------------------------------------
  # * Fallen Pose
  #--------------------------------------------------------------------------
  alias cbs_collapse collapse
  def collapse
    if @default_collapse
      cbs_collapse if @battler.is_a?(Game_Enemy)
      end
    end
  end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
  #--------------------------------------------------------------------------
  # * Actor X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      return self.index * 45 + 450
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return self.index * 35 + 200
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Action Animation, Movement
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    @rtab = !@target_battlers
    target = (@rtab ? battler.target : @target_battlers)[0]
    @moved = {} unless @moved
    return if @spriteset.battler(battler).moving
    case battler.current_action.kind
    when 0 # Attack
      if not (@moved[battler] or battler.guarding?)
        offset = (battler.is_a?(Game_Actor) ? 40 : -40)
        @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
        @moved[battler] = true
        return
      elsif not battler.guarding?
        @spriteset.battler(battler).pose = 6 + rand(2)
        @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
      end
    when 1 # Skill
      @spriteset.battler(battler).pose = 8
    when 2 # Item
      @spriteset.battler(battler).pose = 8
    end
    @moved[battler] = false
    @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
  end
  #--------------------------------------------------------------------------
  # * Hit Animation
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    for target in (@rtab ? battler.target : @target_battlers)
      damage = (@rtab ? target.damage[battler] : target.damage)
      if damage.is_a?(Numeric) and damage > 0
        @spriteset.battler(target).pose = 1
      end
    end
    @rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
  end
  #--------------------------------------------------------------------------
  # * Victory Animation
  #--------------------------------------------------------------------------
  alias cbs_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      return if @spriteset.battler(actor).moving
    end
    for actor in $game_party.actors
      unless actor.dead?
        @spriteset.battler(actor).pose = 9
        @spriteset.battler(actor).freeze
      end
    end
    cbs_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Change Arrow Viewport
  #--------------------------------------------------------------------------
  alias cbs_start_enemy_select start_enemy_select
  def start_enemy_select
    cbs_start_enemy_select
    @enemy_arrow.dispose
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
  end
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Change Enemy Viewport
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize
    cbs_initialize
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
    end
  end
  #--------------------------------------------------------------------------
  # * Find Sprite From Battler Handle
  #--------------------------------------------------------------------------
  def battler(handle)
    for sprite in @actor_sprites + @enemy_sprites
      return sprite if sprite.battler == handle
    end
  end
end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
  #--------------------------------------------------------------------------
  # * Reposition Arrows
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport)
    cbs_initialize(viewport)
    self.ox = 14
    self.oy = 10
  end
end
 

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