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| /*: | |
| * @plugindesc Makes some changes that are appropriate for 16:9 resolutions. | |
| * @author Ben Hendel-Doying | |
| * | |
| * @help | |
| * By default, assumes a resolution of 960x520. If you'd like to change this, | |
| * edit this plugin. The numbers are near the top, and clearly labeled. | |
| * | |
| * Don't forget to edit your game's "package.json" file to match! | |
| */ | |
| // don't forget to set the width and height properties of the project's package.json file to match! | |
| SceneManager._screenWidth = 960; | |
| SceneManager._screenHeight = 520; | |
| SceneManager._boxWidth = 960; | |
| SceneManager._boxHeight = 520; | |
| (function() { | |
| const GAUGE_LABEL_MAX_WIDTH = 88; | |
| const CHARACTER_LEVEL_WIDTH = 120; | |
| Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) { | |
| var lineHeight = this.lineHeight(); | |
| var x2 = x + 220; // bumped this up from 180 to 220 (on next line, too) | |
| var width2 = width - 220 - this.textPadding(); // also, got rid of Math.min here | |
| this.drawActorName(actor, x, y); | |
| this.drawActorLevel(actor, x, y + lineHeight * 1); | |
| this.drawActorIcons(actor, x, y + lineHeight * 2); | |
| this.drawActorClass(actor, x2, y); | |
| this.drawActorHp(actor, x2, y + lineHeight * 1, width2); | |
| this.drawActorMp(actor, x2, y + lineHeight * 2, width2); | |
| }; | |
| Window_Base.prototype.drawActorLevel = function(actor, x, y) { | |
| this.changeTextColor(this.systemColor()); | |
| this.drawText(TextManager.levelA, x, y, CHARACTER_LEVEL_WIDTH - 36); | |
| this.resetTextColor(); | |
| this.drawText(actor.level, x + CHARACTER_LEVEL_WIDTH, y, 36, 'right'); | |
| }; | |
| Window_Base.prototype.drawActorHp = function(actor, x, y, width) { | |
| width = width || 186; | |
| var color1 = this.hpGaugeColor1(); | |
| var color2 = this.hpGaugeColor2(); | |
| this.drawGauge(x, y, width, actor.hpRate(), color1, color2); | |
| this.changeTextColor(this.systemColor()); | |
| this.drawText(TextManager.hpA, x, y, GAUGE_LABEL_MAX_WIDTH); | |
| this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, | |
| this.hpColor(actor), this.normalColor()); | |
| }; | |
| Window_Base.prototype.drawActorMp = function(actor, x, y, width) { | |
| width = width || 186; | |
| var color1 = this.mpGaugeColor1(); | |
| var color2 = this.mpGaugeColor2(); | |
| this.drawGauge(x, y, width, actor.mpRate(), color1, color2); | |
| this.changeTextColor(this.systemColor()); | |
| this.drawText(TextManager.mpA, x, y, GAUGE_LABEL_MAX_WIDTH); | |
| this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, | |
| this.mpColor(actor), this.normalColor()); | |
| }; | |
| })(); |