#===================================================
                      #
                      # Yanfly Engine RD - Display Party Data
                      # Last Date Updated: 2009.02.23
                      # Level: Easy
                      #
                      # This pretty much changes the party information window in battles to show the
                      # party member names horizontally than vertically. When structured as such,
                      # you'll be able to see the party members' faces and/or sprites. With the new
                      # arrangement, the player can also see up to four status effects on each actor
                      # as opposed to the original two. A big difference.
                      #
                      #===============================================================
                      # Instructions
                      #===============================================================
                      #
                      # Just put this script under ¥ Materials and that's it. If you'd like to change
                      # other settings such as showing the face graphic or changing its opacity, just
                      # scroll down a bit and make adjustments as necessary.
                      #
                      #===============================================================
                      #
                      # Compatibility
                      # - Alias: Window_BattleStatus, initialize
                      # - Overwrites: Window_BattleStatus, draw_item
                      #
                      #===============================================================
                      
                      $imported = {} if $imported == nil
                      $imported["DisplayPartyData"] = true
                      
                      module YE
                      module BATTLE
                      
                      module DISPLAY
                      
                      # This changes what will and will not be shown. If you choose to shown
                      # the actor's face graphic, you can choose its opacity. 255 means it's
                      # fully visible while 0 means it's completely transparent. For the
                      # number of states shown, do not exceed 4 unless you want the states to
                      # overlap into the next actor's data window.
                      SHOW_ALLY_FACE = true
                      ALLY_FACE_OPACITY = 100
                      SHOW_ALLY_SPRITE = true
                      MAX_STATES_SHOWN = 4
                      
                      end # end module DISPLAY
                      
                      end # end module BATTLE
                      end # end module YE
                      
                      #===============================================================
                      # Don't touch anything past here or else your computer will explode and you will
                      # be a very sad person.
                      #===============================================================
                      
                      #===============================================================
                      # Window_BattleStatus
                      #===============================================================
                      
                      class Window_BattleStatus 
                      
                      #--------------------------------------------------------------------------
                      # Alias Object Initialization
                      #--------------------------------------------------------------------------
                      alias displaypartydata_initialize initialize
                      def initialize
                      displaypartydata_initialize
                      @column_max = $game_party.members.size
                      @spacing = 0
                      end
                      
                      #--------------------------------------------------------------------------
                      # Draw Item
                      #--------------------------------------------------------------------------
                      def draw_item(index)
                      rect = Rect.new(index * 96, 96, 96, 96)
                      rect.width = 96
                      rect.height = 96
                      actor = $game_party.members[index]
                      fo = YE::BATTLE::DISPLAY::ALLY_FACE_OPACITY
                      draw_party_face(actor, 96 * index + 2, 2, fo, 92) if YE::BATTLE::DISPLAY::SHOW_ALLY_FACE
                      draw_actor_graphic(actor, 96 * index + 72, 48) if YE::BATTLE::DISPLAY::SHOW_ALLY_SPRITE
                      draw_actor_state(actor, 96 * index, WLH * 1, 24 * YE::BATTLE::DISPLAY::MAX_STATES_SHOWN)
                      draw_actor_name(actor, 96 * index + 4, 0)
                      draw_actor_hp(actor, 96 * index + 2, WLH * 2, 92)
                      draw_actor_mp(actor, 96 * index + 2, WLH * 3, 92)
                      end
                      
                      #--------------------------------------------------------------------------
                      # Update Cursor
                      #--------------------------------------------------------------------------
                      def update_cursor
                      if @index 
                      self.cursor_rect.empty
                      else
                      self.cursor_rect.set(@index * 96, 0, 96, 96)
                      end
                      end
                      
                      #--------------------------------------------------------------------------
                      # Draw Party Face
                      #--------------------------------------------------------------------------
                      def draw_party_face(actor, x, y, opacity = 255, size = 96)
                      face_name = actor.face_name
                      face_index = actor.face_index
                      bitmap = Cache.face(face_name)
                      rect = Rect.new(0, 0, 0, 0)
                      rect.x = face_index % 4 * 96 + (96 - size) / 2
                      rect.y = face_index / 4 * 96 + (96 - size) / 2
                      rect.width = size
                      rect.height = size
                      self.contents.blt(x, y, bitmap, rect, opacity)
                      bitmap.dispose
                      end
                      
                      end # end Window_BattleStatus
                      
                      #===============================================================
                      #
                      # END OF FILE
                      #
                      #===============================================================