- Joined
- Jul 26, 2012
- Messages
- 513
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- 229
- First Language
- Spanish
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- RMMV
Hello everyone! I need help with the YEP_X_BattleSysATB plugin made by Yanfly. The point is that I need to resize the HP, MP, TP and the ATB gauges and his current/max values.
There is a lot of space in the Battle Status Window, and the gauges are very little in comparison. I'd like to edit the part of the plugin that rewrites that part and givo more space to the HP and MP gauges only (leaving enough for the status icons; the TP and ATB gauges are fine), and I have found that part of the plugin between the lines 2073 and 2159:
I tried to change myself that part, but I don't know much about JavaScript. If possible, I would like it to be an add-on, but if I have to change that part of the code, it is more than enough, really.
P.D.: Another request I need to ask if it's possible to make a plugin to use gauge custom graphics for ATB and TP instead of using the default ones. That would be great, seriously.
Thank you! Regards!
There is a lot of space in the Battle Status Window, and the gauges are very little in comparison. I'd like to edit the part of the plugin that rewrites that part and givo more space to the HP and MP gauges only (leaving enough for the status icons; the TP and ATB gauges are fine), and I have found that part of the plugin between the lines 2073 and 2159:
//=============================================================================
// Window_BattleStatus
//=============================================================================
Window_BattleStatus.prototype.redrawATB = function() {
if (this.isATBGaugeStyle(0)) return;
var rect;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var actor = $gameParty.battleMembers();
if (this.isATBGaugeStyle(1)) {
rect = this.basicAreaRect(i);
this.contents.clearRect(rect.x - 1, rect.y, rect.width + 2, rect.height);
this.drawBasicArea(rect, actor);
} else if (this.isATBGaugeStyle(2)) {
this.redrawATBGaugeRect(i, actor);
}
}
};
Window_BattleStatus.prototype.redrawATBGaugeRect = function(index, actor) {
var rect = this.gaugeAreaRect(index);
var clrect = this.gaugeAreaRect(index);
var totalArea = this.gaugeAreaWidth();
if ($dataSystem.optDisplayTp) {
var gw = totalArea / 4 - 15;
clrect.x = rect.x + gw * 3 + 44;
clrect.y = rect.y;
clrect.width = gw + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
totalArea -= 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
clrect.x = rect.x + hpW + otW + 29;
clrect.y = rect.y;
clrect.width = otW + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
}
};
Window_BattleStatus.prototype.isATBGaugeStyle = function(type) {
if (this.atbGaugeStyle() !== type) return false;
if (!BattleManager.isATB()) return false;
return (SceneManager._scene instanceof Scene_Battle);
};
Yanfly.ATB.Window_BattleStatus_drawBasicArea =
Window_BattleStatus.prototype.drawBasicArea;
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
if (this.isATBGaugeStyle(1)) {
this.drawActorAtbGauge(actor, rect.x, rect.y, rect.width);
}
Yanfly.ATB.Window_BattleStatus_drawBasicArea.call(this, rect, actor);
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp =
Window_BattleStatus.prototype.drawGaugeAreaWithTp;
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth();
var gw = totalArea / 4 - 15;
this.drawActorHp(actor, rect.x + 0, rect.y, gw);
this.drawActorMp(actor, rect.x + gw * 1 + 15, rect.y, gw);
this.drawActorTp(actor, rect.x + gw * 2 + 30, rect.y, gw);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp.call(this, rect, actor);
}
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp =
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth() - 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp.call(this, rect, actor);
}
};
// Window_BattleStatus
//=============================================================================
Window_BattleStatus.prototype.redrawATB = function() {
if (this.isATBGaugeStyle(0)) return;
var rect;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var actor = $gameParty.battleMembers();
if (this.isATBGaugeStyle(1)) {
rect = this.basicAreaRect(i);
this.contents.clearRect(rect.x - 1, rect.y, rect.width + 2, rect.height);
this.drawBasicArea(rect, actor);
} else if (this.isATBGaugeStyle(2)) {
this.redrawATBGaugeRect(i, actor);
}
}
};
Window_BattleStatus.prototype.redrawATBGaugeRect = function(index, actor) {
var rect = this.gaugeAreaRect(index);
var clrect = this.gaugeAreaRect(index);
var totalArea = this.gaugeAreaWidth();
if ($dataSystem.optDisplayTp) {
var gw = totalArea / 4 - 15;
clrect.x = rect.x + gw * 3 + 44;
clrect.y = rect.y;
clrect.width = gw + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
totalArea -= 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
clrect.x = rect.x + hpW + otW + 29;
clrect.y = rect.y;
clrect.width = otW + 2;
this.contents.clearRect(clrect.x, clrect.y, clrect.width, clrect.height);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
}
};
Window_BattleStatus.prototype.isATBGaugeStyle = function(type) {
if (this.atbGaugeStyle() !== type) return false;
if (!BattleManager.isATB()) return false;
return (SceneManager._scene instanceof Scene_Battle);
};
Yanfly.ATB.Window_BattleStatus_drawBasicArea =
Window_BattleStatus.prototype.drawBasicArea;
Window_BattleStatus.prototype.drawBasicArea = function(rect, actor) {
if (this.isATBGaugeStyle(1)) {
this.drawActorAtbGauge(actor, rect.x, rect.y, rect.width);
}
Yanfly.ATB.Window_BattleStatus_drawBasicArea.call(this, rect, actor);
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp =
Window_BattleStatus.prototype.drawGaugeAreaWithTp;
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth();
var gw = totalArea / 4 - 15;
this.drawActorHp(actor, rect.x + 0, rect.y, gw);
this.drawActorMp(actor, rect.x + gw * 1 + 15, rect.y, gw);
this.drawActorTp(actor, rect.x + gw * 2 + 30, rect.y, gw);
this.drawActorAtbGauge(actor, rect.x + gw * 3 + 45, rect.y, gw);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWithTp.call(this, rect, actor);
}
};
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp =
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp;
Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) {
if (this.isATBGaugeStyle(2)) {
var totalArea = this.gaugeAreaWidth() - 30;
var hpW = parseInt(totalArea * 108 / 300);
var otW = parseInt(totalArea * 96 / 300);
this.drawActorHp(actor, rect.x + 0, rect.y, hpW);
this.drawActorMp(actor, rect.x + hpW + 15, rect.y, otW);
this.drawActorAtbGauge(actor, rect.x + hpW + otW + 30, rect.y, otW);
} else {
Yanfly.ATB.Window_BattleStatus_drawGaugeAreaWOTp.call(this, rect, actor);
}
};
I tried to change myself that part, but I don't know much about JavaScript. If possible, I would like it to be an add-on, but if I have to change that part of the code, it is more than enough, really.
P.D.: Another request I need to ask if it's possible to make a plugin to use gauge custom graphics for ATB and TP instead of using the default ones. That would be great, seriously.
Thank you! Regards!
Last edited by a moderator:

