It's pretty easy, but you'll have to pull out the calculator (or do maths in your head). Simply look for this in the script (using whichever editor you choose):
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { this.drawActorHp(actor, rect.x + 0, rect.y, 97); this.drawActorMp(actor, rect.x + 112, rect.y, 86); this.drawActorTp(actor, rect.x + 213, rect.y, 86); this.drawActorATB(actor, rect.x + 314, rect.y, 86); };It's pretty much near the top. There is a 15 pixel width between the gauges, so keep that in mind. Also remember that when resizing them, they are conforming to a set width of a container which is right above this piece of code. Looks like this:
Window_BattleStatus.prototype.gaugeAreaWidth = function() { return 400; };The sizes of the gauges and the 15 pixel widths (default) must all fit in there so keep that in mind when figuring out the sizes of everything. Here's my setup (without TP):
Window_BattleStatus.prototype.gaugeAreaWidth = function() { return 600; };Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) { this.drawActorHp(actor, rect.x + 0, rect.y, 240); this.drawActorMp(actor, rect.x + 255, rect.y, 160); this.drawActorATB(actor, rect.x + 430, rect.y, 170); };I'll explain the numbers within
this.drawActorHp(actor, rect.x + 0, rect.y, 240);.
rect.x + 0 - This is the position inside the container. 0 means absolute left and any change to that is how many pixels to the right it will be moved.
240 - This is the width, in pixels, of the gauge. Adjust for each one accordingly.
If you take the numbers I have (240+15)+(160+15)+170, you get 600, so they'll all fit in there perfectly. Any empty space will show empty space. You can adjust the 15 pixel space to be larger or smaller if you like, but the gauges might not look right.
My setup is for a screen size of 1280x720, so this works out perfectly. You can also change the text from AT to whatever, but it also needs to conform to a container, of which you can manipulate as well. Look for this:
Window_Base.prototype.drawActorATB = function(actor, x, y, width) { var color1 = "#303050"; var color2 = "#6060A0"; this.drawGauge(x, y, width, actor.atbRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText("Active Turn", x, y, 170); };Here you can change the gauge color and the text.
this.drawText("Active Turn", x, y, 170); is where you want to change the text and the size of it's container. Mine is fitted to the size of the gauge itself that I set up above, but the default is 44.
Hope this helps anyone else that might want to know!
EDIT:
Also, this is what my gauges look like with my set up and with Rocketmancer's
Custom Gauges plugin.