The Greenhorn 0 Posted August 31, 2015 (edited) I'm picking around in Window_Base, looking for whatever code tells the game when to make the numbers for the HP/MP/TP bars smaller once it's three digits, and I can't seem to find it. If at all possible, I'd like to keep it doing that once the number is four digits long, but at three, with the font I'm using, it just makes everything look squashed while there's still plenty of room. I'd also like to do the same thing for the "HP" "MP" and "TP" text, as well, if possible. So as an example, right now it might look like HP 1000/1000MP 99/99 TP 100/100 But what I want it to look like is HP 1000/1000MP 99/99 TP 100/100 Is that doable without a script? Edited August 31, 2015 by The Greenhorn Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 31, 2015 Yes it should be doable without a script, you'll have to edit some things in base scripts. What do you exactly want to have? Share this post Link to post Share on other sites
The Greenhorn 0 Posted August 31, 2015 I'd just like them to keep the font size that they have at 2 or fewer digits, which is my default font size. Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 31, 2015 So... when there are 2 digits - normal size and if there's more then smaller? For example HP 325/421 MP 45/60 TP 100/100 Something like this? Share this post Link to post Share on other sites
The Greenhorn 0 Posted August 31, 2015 Yeah. It's doing that right now, and I want it to stop. I want it to use the larger numbers all the time. Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 31, 2015 Aaahh! Now I understand! *lol I'm thinking slower today, because haven't sleep today* Go to: Window_Base def draw_current_and_max_values(x, y, width, current, max, color1, color2) change_color(color1) xr = x + width if width < 96 draw_text(xr - 40, y, 42, line_height, current, 2) #current value else draw_text(xr - 92, y, 42, line_height, current, 2) #also current value change_color(color2) draw_text(xr - 52, y, 12, line_height, "/", 2) # "/" mark draw_text(xr - 42, y, 42, line_height, max, 2) # max value end end And increase 42 / 12 numbers to make it fit. For example change: draw_text(xr - 92, y, 42, line_height, current, 2) #also current value to: draw_text(xr - 92, y, 70, line_height, current, 2) #also current value and change this in all lines, I marked them for you so you can see what each line does. It should work, but I can be mistaking - always worth trying. Share this post Link to post Share on other sites
The Greenhorn 0 Posted August 31, 2015 (edited) Okay, cool, that got it working for the status screen. But it's still doing it in battle, and on things like character level. Is there any way to just disable the 'squash text to width' thing entirely? It's doing more harm than good with this font, I'd rather just bugtest and keep a close eye on max values/string lengths. Or will I have to go through each 'width' entry in the code individually and make sure it fits? Edit I did all the manual changes, but I'd still like to know if it's possible, in case there's some that I missed. Edited August 31, 2015 by The Greenhorn Share this post Link to post Share on other sites
Rikifive 3,411 Posted September 1, 2015 (edited) *Lights went out when I was typing* I see you have found these thingies, so 'saved content' is useless now. =P ----------------------------------------- Perhaps there is a way to do that, but keep in mind it is squashed, because there's no room. So either it'll be squashed or cut off. You need to increase their 'room' to make them able to be fully displayed. The things you've changed is called 'width' so basically you're giving them more room. Game automatically squishes text, to prevent from cut-off. (but if squished text doesn't fit, then it's cut off anyway) It is possible to disable that I think, but anyway it'll be just cut off when out of space. Edited September 1, 2015 by Rikifive Share this post Link to post Share on other sites