Yes, it is possible in the scripts.
A general solution would be something like pasting the following code into its own slot, below Materials but above Main. Naturally, it would only work for text intended to be left-aligned.
class Window_Base
#--------------------------------------------------------------------------
# * Draw Text
# args : Same as Bitmap#draw_text.
#--------------------------------------------------------------------------
alias kdash_nospacelimdrwtx_2gb6 draw_text
def draw_text(*args)
if args[0].is_a?(Rect) && !args[2] || args[2] == 0
args[0] = args[0].dup
args[0].width = 1000
elsif args[4] && !args[5] || args[5] == 0
args[2] = 1000
end
kdash_nospacelimdrwtx_2gb6(*args)
end
end
It would probably be simpler to just set those values to something arbitrarily large, like 1000, but whatever.
If you don't want to employ a general solution, you would have to modify the actual areas where you are experiencing problems themselves. For instance, you would need to go to the #draw_actor_level method in Window_Base:
#--------------------------------------------------------------------------
# * Draw Level
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 32, y, 24, line_height, actor.level, 2)
end
and you would need to change the 32 in those lines to reflect the actual width of "LEVEL". You would have to do the same everywhere you have the problem.
Again, just to be clear, I think overlapping text will make your game look terrible. There is nothing wrong with abbreviating your stat names.