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SIDE VIEW RMXP

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Hi guys, I saw somebody who requested for a side view script and here it is!
I found it on the internet and the only thing you have to do is copy this script.
Code:
class Bitmap
if not method_defined?('original_draw_text')
alias original_draw_text draw_text
def draw_text(*arg)

   original_color = self.font.color.dup
   self.font.color = Color.new(0, 0, 0, 128)

   if arg[0].is_a?(Rect)
     arg[0].x += 2
     arg[0].y += 2
     self.original_draw_text(*arg)
     arg[0].x -= 2
     arg[0].y -= 2
   else
     arg[0] += 2
     arg[1] += 2
     self.original_draw_text(*arg)
     arg[0] -= 2
     arg[1] -= 2
   end

   self.font.color = original_color
   self.original_draw_text(*arg)

end
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
   for i in x...x + width
     red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
     green = color1.green +
             (color2.green - color1.green) * (i - x) / (width - 1)
     blue  = color1.blue +
             (color2.blue - color1.blue) * (i - x) / (width - 1)
     alpha = color1.alpha +
             (color2.alpha - color1.alpha) * (i - x) / (width - 1)
     color = Color.new(red, green, blue, alpha)
     fill_rect(i, y, 1, height, color)
   end
elsif align == 1
   for i in y...y + height
     red   = color1.red +
             (color2.red - color1.red) * (i - y) / (height - 1)
     green = color1.green +
             (color2.green - color1.green) * (i - y) / (height - 1)
     blue  = color1.blue +
             (color2.blue - color1.blue) * (i - y) / (height - 1)
     alpha = color1.alpha +
             (color2.alpha - color1.alpha) * (i - y) / (height - 1)
     color = Color.new(red, green, blue, alpha)
     fill_rect(x, i, width, 1, color)
   end
elsif align == 2
   for i in x...x + width
     for j in y...y + height
       red   = color1.red + (color2.red - color1.red) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       green = color1.green + (color2.green - color1.green) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       blue  = color1.blue + (color2.blue - color1.blue) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       alpha = color1.alpha + (color2.alpha - color1.alpha) *
               ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       color = Color.new(red, green, blue, alpha)
       set_pixel(i, j, color)
     end
   end
elsif align == 3
   for i in x...x + width
     for j in y...y + height
       red   = color1.red + (color2.red - color1.red) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       green = color1.green + (color2.green - color1.green) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       blue  = color1.blue + (color2.blue - color1.blue) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       alpha = color1.alpha + (color2.alpha - color1.alpha) *
             ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
       color = Color.new(red, green, blue, alpha)
       set_pixel(i, j, color)
     end
   end
end
end
end

module RPG
class Sprite < ::Sprite
def damage(value, critical)
   dispose_damage
   if value.is_a?(Numeric)
     damage_string = value.abs.to_s
   else
     damage_string = value.to_s
   end
   bitmap = Bitmap.new(160, 48)
   bitmap.font.name = "Arial Black"
   bitmap.font.size = 32
   bitmap.font.color.set(0, 0, 0)
   bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
   bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
   bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
   bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
   if value.is_a?(Numeric) and value < 0
     bitmap.font.color.set(176, 255, 144)
   else
     bitmap.font.color.set(255, 255, 255)
   end
   bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
   if critical
     bitmap.font.size = 20
     bitmap.font.color.set(0, 0, 0)
     bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
     bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
     bitmap.font.color.set(255, 255, 255)
     bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
   end
   @_damage_sprite = ::Sprite.new
   @_damage_sprite.bitmap = bitmap
   @_damage_sprite.ox = 80 + self.viewport.ox
   @_damage_sprite.oy = 20 + self.viewport.oy
   @_damage_sprite.x = self.x + self.viewport.rect.x
   @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
   @_damage_sprite.z = 3000
   @_damage_duration = 40
end
def animation(animation, hit)
   dispose_animation
   @_animation = animation
   return if @_animation == nil
   @_animation_hit = hit
   @_animation_duration = @_animation.frame_max
   animation_name = @_animation.animation_name
   animation_hue = @_animation.animation_hue
   bitmap = RPG::Cache.animation(animation_name, animation_hue)
   if @@_reference_count.include?(bitmap)
     @@_reference_count[bitmap] += 1
   else
     @@_reference_count[bitmap] = 1
   end
   @_animation_sprites = []
   if @_animation.position != 3 or not @@_animations.include?(animation)
     for i in 0..15
       sprite = ::Sprite.new
       sprite.bitmap = bitmap
       sprite.visible = false
       @_animation_sprites.push(sprite)
     end
     unless @@_animations.include?(animation)
       @@_animations.push(animation)
     end
   end
   update_animation
end
def loop_animation(animation)
   return if animation == @_loop_animation
   dispose_loop_animation
   @_loop_animation = animation
   return if @_loop_animation == nil
   @_loop_animation_index = 0
   animation_name = @_loop_animation.animation_name
   animation_hue = @_loop_animation.animation_hue
   bitmap = RPG::Cache.animation(animation_name, animation_hue)
   if @@_reference_count.include?(bitmap)
     @@_reference_count[bitmap] += 1
   else
     @@_reference_count[bitmap] = 1
   end
   @_loop_animation_sprites = []
   for i in 0..15
     sprite = ::Sprite.new
     sprite.bitmap = bitmap
     sprite.visible = false
     @_loop_animation_sprites.push(sprite)
   end
   update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
   for i in 0..15
     sprite = sprites[i]
     pattern = cell_data[i, 0]
     if sprite == nil or pattern == nil or pattern == -1
       sprite.visible = false if sprite != nil
       next
     end
     sprite.visible = true
     sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
     if position == 3
       if self.viewport != nil
         sprite.x = self.viewport.rect.width / 2
         sprite.y = self.viewport.rect.height - 160
       else
         sprite.x = 320
         sprite.y = 240
       end
     else
       sprite.x = self.x + self.viewport.rect.x -
                   self.ox + self.src_rect.width / 2
       sprite.y = self.y + self.viewport.rect.y -
                   self.oy + self.src_rect.height / 2
       sprite.y -= self.src_rect.height / 4 if position == 0
       sprite.y += self.src_rect.height / 4 if position == 2
     end
     sprite.x += cell_data[i, 1]
     sprite.y += cell_data[i, 2]
     sprite.z = 2000
     sprite.ox = 96
     sprite.oy = 96
     sprite.zoom_x = cell_data[i, 3] / 100.0
     sprite.zoom_y = cell_data[i, 3] / 100.0
     sprite.angle = cell_data[i, 4]
     sprite.mirror = (cell_data[i, 5] == 1)
     sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
     sprite.blend_type = cell_data[i, 7]
   end
end
end
end

class Game_Actor < Game_Battler
def screen_x
   if self.index != nil
   n_split = [($game_party.actors.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_party.actors.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_party.actors.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_party.actors.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_party.actors.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_party.actors.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
     return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)
   else
     return 0
   end
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split = [($game_party.actors.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_party.actors.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_party.actors.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_party.actors.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_party.actors.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_party.actors.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   # ??????????? Z ?????????
   if self.index != nil
     return self.index
   else
     return 0
   end
end
end

class Game_Enemy < Game_Battler
def screen_x
   n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_troop.enemies.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_troop.enemies.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_troop.enemies.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_troop.enemies.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 2
     end
     end
   when 4
     n_index = self.index
     if $game_troop.enemies.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)
end
#--------------------------------------------------------------------------
# ? ????? Y ?????
#--------------------------------------------------------------------------
def screen_y
   n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min
   case n_split
   when 1
     n_index = self.index * 2
   when 2
     if self.index < ($game_troop.enemies.length - 2)
       n_index = 0.5 + (2 * self.index)
     else
       if $game_troop.enemies.length == 3 then
         n_index = (self.index * 2) + 2
       elsif $game_troop.enemies.length == 4 then
         n_index = self.index * 2
       end
     end
   when 3
       n_index = self.index + (0.25 * (self.index + 1))
     if $game_troop.enemies.length == 5
     if self.index < 2
       n_index = self.index + (0.25 * (self.index + 1))
     else
       n_index = self.index + (0.25 * (self.index + 2)) + 1
     end
     end
   when 4
     n_index = self.index
     if $game_troop.enemies.length == 7
     if self.index < 3
       n_index = self.index
     else
       n_index = self.index + 1
     end
     end
   end
   return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))
end
#--------------------------------------------------------------------------
# ? ????? Z ?????
#--------------------------------------------------------------------------
def screen_z
   return @member_index + 1
end
end

#==============================================================================
# ¦ Sprite_Battler
#------------------------------------------------------------------------------
#  ????????????????Game_Battler ???????????????
# ????????????????????
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :battler                  # ????
attr_accessor :moving        # Is the sprite moving?
attr_reader   :index
attr_accessor :target_index
attr_accessor :direction
attr_accessor :pattern
#--------------------------------------------------------------------------
# ? ?????????
#     viewport : ??????
#     battler  : ???? (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
   super(viewport)
   change
   @old = Graphics.frame_count  # For the delay method
   @goingup = true    # Increasing animation? (if @rm2k_mode is true)
   @once = false      # Is the animation only played once?
   @animated = true   # Used to stop animation when @once is true
   self.opacity = 0
   @index = 0
   @pattern_b = 0
   @counter_b = 0
   @trans_sprite = Sprite.new
   @trans_sprite.opacity = 0
   @bar_hp_sprite = Sprite.new
   @bar_hp_sprite.bitmap = Bitmap.new(64, 10)
   @bar_sp_sprite = Sprite.new
   @bar_sp_sprite.bitmap = Bitmap.new(64, 10)
   @color1 = Color.new(0, 0, 0, 192)
   @color2 = Color.new(255, 255, 192, 192)
   @color3 = Color.new(0, 0, 0, 192)
   @color4 = Color.new(64, 0, 0, 192)
   @old_hp = -1
   @old_sp = -1
   @battler = battler
   @battler_visible = false
   @first = true
   @pattern = 0
   if $target_index == nil
     $target_index = 0
   end
   @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
   if self.bitmap != nil
     self.bitmap.dispose
   end
   if @trans_sprite.bitmap != nil
     @trans_sprite.bitmap.dispose
   end
   @trans_sprite.dispose
   @bar_hp_sprite.bitmap.dispose
   @bar_hp_sprite.dispose
   @bar_sp_sprite.bitmap.dispose
   @bar_sp_sprite.dispose
   super
end

def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)
   @frames = frames
   @delay = delay
   @offset_x, @offset_y = offx, offy
   @current_frame = startf
   @once = once
   @goingup = true
   @animated = true
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
   bar_check = true if @_damage_duration == 1
   super
   @trans_sprite.blend_type = self.blend_type
   @trans_sprite.color = self.color
   if @_collapse_duration > 0
     @trans_sprite.opacity = self.opacity
   else
     @trans_sprite.opacity = [self.opacity, 160].min
   end
   if (@_damage_duration == 0 and bar_check == true) or @first == true
     @first = false if @first == true
     bar_check = false
     @bar_must_change = true
   end
   @bar_hp_sprite.opacity = self.opacity
   @bar_sp_sprite.opacity = self.opacity
   # ????? nil ???
   if @battler == nil
     self.bitmap = nil
     @trans_sprite.bitmap = nil
     loop_animation(nil)
     return
   end
   # ????????????????????
   if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue
     # ????????????
     @battler_name = @battler.battler_name
     @battler_hue = @battler.battler_hue
     if @battler.is_a?(Game_Actor)
       @battler_name = @battler.character_name
       @battler_hue = @battler.character_hue
       @direction = 4
     else
       @direction = 6
     end
       self.bitmap = RPG::Cache.character(@battler_name, @battler_hue)
       @width = bitmap.width / 4
       @height = bitmap.height / 4
       @frame_width = @width
       @frame_height = @height
       self.ox = @width / 2
       self.oy = @height
       @pattern = @current_frame
       @direction = @offset_y
       sx = @pattern * @width
       sy = (@direction - 2) / 2 * @height
       self.src_rect.set(sx, sy, @width, @height)
       @current_frame = (@current_frame + 1) unless @frames == 0
       @animated = false if @current_frame == @frames and @once
       @current_frame %= @frames
       @trans_sprite.bitmap = self.bitmap
       @trans_sprite.ox = self.ox
       @trans_sprite.oy = self.oy
       @trans_sprite.src_rect.set(sx, sy, @width, @height)
     # ?????????????????? 0 ???
     if @battler.dead? or @battler.hidden
       self.opacity = 0
       @trans_sprite.opacity = 0
       @bar_hp_sprite.opacity = 0
       @bar_sp_sprite.opacity = 0
     end
   self.x = @battler.screen_x
   self.y = @battler.screen_y
   self.z = @battler.screen_z
end
change_sp_bar if @old_sp != @battler.sp
if delay(@delay) and @animated
     @pattern = @current_frame
     @direction = @offset_y
     sx = @pattern * @width
     sy = (@direction - 2) / 2 * @height
     self.src_rect.set(sx, sy, @width, @height)
     @current_frame = (@current_frame + 1) unless @frames == 0
     @animated = false if @current_frame == @frames and @once
     @current_frame %= @frames
     @trans_sprite.ox = self.ox
     @trans_sprite.oy = self.oy
     @trans_sprite.src_rect.set(sx, sy, @width, @height)
   end
   # ??????? ID ????????????
   if @battler.damage == nil and
      @battler.state_animation_id != @state_animation_id
     @state_animation_id = @battler.state_animation_id
     loop_animation($data_animations[@state_animation_id])
   end
   # ??????????????
   #if @battler.is_a?(Game_Actor) and @battler_visible
     # ???????????????????????
     #if $game_temp.battle_main_phase
       #self.opacity += 3 if self.opacity < 255
     #else
       #self.opacity -= 3 if self.opacity > 207
     #end
   #end
   # ??
   if @battler.blink
     blink_on
   else
     blink_off
   end
   # ??????
   unless @battler_visible
     # ??
     if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
       appear
       @battler_visible = true
     end
   end
   # ?????
   if @battler_visible
     # ??
     if @battler.hidden
       $game_system.se_play($data_system.escape_se)
       escape
       @trans_sprite.opacity = 0
       @battler_visible = false
     end
     # ??????
     if @battler.white_flash
       whiten
       @battler.white_flash = false
     end
     # ???????
     if @battler.animation_id != 0
       animation = $data_animations[@battler.animation_id]
       animation(animation, @battler.animation_hit)
       @battler.animation_id = 0
     end
     # ????
     if @battler.damage_pop
       damage(@battler.damage, @battler.critical)
       @battler.damage = nil
       @battler.critical = false
       @battler.damage_pop = false
     end
     if @bar_must_change == true
       @bar_must_change = false
       if @old_hp != @battler.hp
         change_hp_bar
       end
       if @battler.damage == nil and @battler.dead?
         if @battler.is_a?(Game_Enemy)
           $game_system.se_play($data_system.enemy_collapse_se)
         else
           $game_system.se_play($data_system.actor_collapse_se)
         end
         collapse
         @battler_visible = false
       end
     end
   end
   # ???????????
   @trans_sprite.x = self.x
   @trans_sprite.y = self.y
   @trans_sprite.z = self.z
   @bar_hp_sprite.x = @battler.screen_x - 32
   @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil
   @bar_hp_sprite.z = 100
   @bar_sp_sprite.x = @battler.screen_x - 32
   @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil
   @bar_sp_sprite.z = 100
end

#--------------------------------------------------------------------------
# - Move the sprite
#   x : X coordinate of the destination point
#   y : Y coordinate of the destination point
#   speed : Speed of movement (0 = delayed, 1+ = faster)
#   delay : Movement delay if speed is at 0
#--------------------------------------------------------------------------
def move(x, y, speed = 1, delay = 0)
   @destx = x
   @desty = y
   @move_speed = speed
   @move_delay = delay
   @move_old = Graphics.frame_count
   @moving = true
end

#--------------------------------------------------------------------------
# - Move sprite to destx and desty
#--------------------------------------------------------------------------
def update_move
   return unless @moving
   movinc = @move_speed == 0 ? 1 : @move_speed
   if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0
     self.x += movinc if self.x < @destx
     self.x -= movinc if self.x > @destx
     self.y += movinc if self.y < @desty
     self.y -= movinc if self.y > @desty
     @move_old = Graphics.frame_count
   end
   if @move_speed > 1  # Check if sprite can't reach that point
     self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and
                        (@destx - self.x).abs <= @move_speed
     self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and
                        (@desty - self.y).abs <= @move_speed
   end
   if self.x == @destx and self.y == @desty
     @moving = false
   end
end

#--------------------------------------------------------------------------
# - Pause animation, but still updates movement
#   frames : Number of frames
#--------------------------------------------------------------------------
def delay(frames)
   update_move
   if (Graphics.frame_count - @old >= frames)
     @old = Graphics.frame_count
     return true
   end
   return false
end

def change_hp_bar
   j = false
  @old_hp = @battler.hp if @old_hp == -1
   i = @old_hp
   loop do
     i -= 10
     if i < @battler.hp
       i = @battler.hp
       j = true
     end
     rate = i.to_f / @battler.maxhp
     @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
     @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
     @bar_hp_sprite.bitmap.clear
     @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
     @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
     @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 2)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_hp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_hp = @battler.hp
end

def change_sp_bar
   j = false
  @old_sp = @battler.sp if @old_sp == -1
   i = @old_sp
   loop do
     i -= 10
     if i < @battler.sp
       i = @battler.sp
       j = true
     end
     rate = i.to_f / @battler.maxsp
     @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
     @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
     @bar_sp_sprite.bitmap.clear
     @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)
     @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)
     @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)
     #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)
     @bar_sp_sprite.opacity = self.opacity
     Graphics.update
     if j == true
       j = false
       break
     end
   end
   @old_sp = @battler.sp
end

def enemy                                             #
   $target_index += $game_troop.enemies.size
   $target_index %= $game_troop.enemies.size
   return $game_troop.enemies[$target_index]           #
end                                                   #

def actor                                             #
   $target_index += $game_party.actors.size
   $target_index %= $game_party.actors.size
   return $game_party.actors[$target_index]            #
end

def index=(index)
   @index = index
   update
end

   def pose(number, frames = 4)
   case number
   when 0
     change(frames, 4, 0, 4, 0)
   when 1
     change(frames, 4, 0, 4)
   when 2
     change(frames, 4, 0, 6)
   else
     change(frames, 4, 0, 0, 0)
   end
end

   def enemy_pose(number ,enemy_frames = 4)
   case number
   when 0
     change(enemy_frames, 4, 0, 6, 0)
   when 1
     change(enemy_frames, 4, 0, 4)
   when 2
     change(enemy_frames, 4, 0, 6)
   else
     change(enemy_frames, 4, 0, 0, 0)
   end
end

def default_pose
   pose(0, 1)
end
end

#==============================================================================
# ¦ Spriteset_Battle
#------------------------------------------------------------------------------
#  ???????????????????????????? Scene_Battle ??
# ????????????
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader   :viewport1                # ????????????
attr_reader   :viewport2                # ????????????
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
   # ?????????
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport4 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 101
   @viewport3.z = 200
   @viewport4.z = 5000
   if $game_temp.battleback_name == ""
   @battleback_sprite = nil
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   else
   # ??????????????
   @tilemap = nil
   @battleback_sprite = Sprite.new(@viewport1)
   end
   # ????????????
   @enemy_sprites = []
   for enemy in $game_troop.enemies#.reverse
     @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
   end
   # ????????????
   @actor_sprites = []
   for j in 0..7
       # Æ’AÆ’NÆ’^Â
 
srry guys but i dont understnad why the whole script is viewable because it has to be in a spoiler but it wont work. srry guys.
 
Moved. Please put the entire script in code tags([code ][/code ]minus spaces),tell us exactly what this is supposed to DO and provide some screenshots. Do this within twenty-four hours, or this will be locked. Thanks.
 
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