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bentelk_WideScreen.js
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bentelk_WideScreen.js
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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());
};
})();