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Not sure if this is what you are looking for, but found this in YEP_BattleEngine:

//=============================================================================
// Spriteset_Battle
//=============================================================================

Spriteset_Battle.prototype.isBusy = function() {
    return false;
};

Yanfly.BEC.Spriteset_Battle_update = Spriteset_Battle.prototype.update;
Spriteset_Battle.prototype.update = function() {
    Yanfly.BEC.Spriteset_Battle_update.call(this);
    this.updateZCoordinates();
};

Spriteset_Battle.prototype.updateZCoordinates = function() {
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupRemove();
  } else {
    this._battleField.removeChild(this._back1Sprite);
    this._battleField.removeChild(this._back2Sprite);
  }
  this._battleField.children.sort(this.battleFieldDepthCompare);
  if (Imported.YEP_ImprovedBattlebacks) {
    this.updateBattlebackGroupAdd();
  } else {
    this._battleField.addChildAt(this._back2Sprite, 0);
    this._battleField.addChildAt(this._back1Sprite, 0);
  }
};

Spriteset_Battle.prototype.battleFieldDepthCompare = function(a, b) {
    var priority = BattleManager.getSpritePriority();
    if (a._battler && b._battler && priority !== 0) {
      if (priority === 1) {
        if (a._battler.isActor() && b._battler.isEnemy()) return 1;
        if (a._battler.isEnemy() && b._battler.isActor()) return -1;
      } else if (priority === 2) {
        if (a._battler.isActor() && b._battler.isEnemy()) return -1;
        if (a._battler.isEnemy() && b._battler.isActor()) return 1;
      }
    }
    if (a.z < b.z) return -1;
    if (a.z > b.z) return 1;
    if (a.y < b.y) return -1;
    if (a.y > b.y) return 1;
    return 0;
};

Spriteset_Battle.prototype.isPopupPlaying = function() {
    return this.battlerSprites().some(function(sprite) {
        return sprite.isPopupPlaying();
    });
};

Yanfly.BEC.Spriteset_Battle_battlerSprites =
  Spriteset_Battle.prototype.battlerSprites;
Spriteset_Battle.prototype.battlerSprites = function() {
  var sprites = Yanfly.BEC.Spriteset_Battle_battlerSprites.call(this);
  var length = sprites.length;
  var result = [];
  for (var i = 0; i < length; ++i) {
    var sprite = sprites[i];
    if (!sprite) continue;
    if (!sprite._battler) continue;
    result.push(sprite);
  }
  return result;
};