Редактируй во флешке BattleShellCooldownButton -вроде в этой иконки снарядов и расходников,тоесть панелька твоя
{
var scaled = false;
static var LEFT = 1;
static var RIGHT = 2;
static var TOP = 4;
static var BOTTOM = 8;
static var ALL = gfx.utils.Constraints.LEFT | gfx.utils.Constraints.RIGHT | gfx.utils.Constraints.TOP | gfx.utils.Constraints.BOTTOM;
function Constraints(scope, scaled)
{
this.scope = scope;
this.scaled = scaled;
this.elements = [];
}
function addElement(clip, edges)
{
if(clip == null)
{
return undefined;
}
var _loc8_ = 100 / this.scope._xscale;
var _loc7_ = 100 / this.scope._yscale;
var _loc6_ = this.scope._width;
var _loc5_ = this.scope._height;
if(this.scope == _root)
{
_loc6_ = Stage.width;
_loc5_ = Stage.height;
}
var _loc4_ = {clip:clip,edges:edges,metrics:{left:clip._x,top:clip._y,right:_loc6_ * _loc8_ - (clip._x + clip._width),bottom:_loc5_ * _loc7_ - (clip._y + clip._height),xscale:clip._xscale,yscale:clip._yscale}};
var _loc14_ = _loc4_.metrics;
this.elements.push(_loc4_);
}
function removeElement(clip)
{
var _loc2_ = 0;
while(_loc2_ < this.elements.length)
{
if(this.elements[_loc2_].clip == clip)
{
this.elements.splice(_loc2_,1);
break;
}
_loc2_ = _loc2_ + 1;
}
}
function getElement(clip)
{
var _loc2_ = 0;
while(_loc2_ < this.elements.length)
{
if(this.elements[_loc2_].clip == clip)
{
return this.elements[_loc2_];
}
_loc2_ = _loc2_ + 1;
}
return null;
}
function update(width, height)
{
var _loc10_ = 100 / this.scope._xscale;
var _loc9_ = 100 / this.scope._yscale;
if(!this.scaled)
{
this.scope._xscale = 100;
this.scope._yscale = 100;
}
var _loc8_ = 0;
while(_loc8_ < this.elements.length)
{
var _loc5_ = this.elements[_loc8_];
var _loc4_ = _loc5_.edges;
var _loc2_ = _loc5_.clip;
var _loc3_ = _loc5_.metrics;
var _loc14_ = _loc2_.width == null?"_width":"width";
var _loc13_ = _loc2_.height == null?"_height":"height";
if(this.scaled)
{
_loc2_._xscale = _loc3_.xscale * _loc10_;
_loc2_._yscale = _loc3_.yscale * _loc9_;
if((_loc4_ & gfx.utils.Constraints.LEFT) > 0)
{
_loc2_._x = _loc3_.left * _loc10_;
if((_loc4_ & gfx.utils.Constraints.RIGHT) > 0)
{
var _loc7_ = width - _loc3_.left - _loc3_.right;
if(!(_loc2_ instanceof TextField))
{
_loc7_ = _loc7_ * _loc10_;
}
_loc2_[_loc14_] = _loc7_;
}
}
else if((_loc4_ & gfx.utils.Constraints.RIGHT) > 0)
{
_loc2_._x = (width - _loc3_.right) * _loc10_ - _loc2_._width;
}
if((_loc4_ & gfx.utils.Constraints.TOP) > 0)
{
_loc2_._y = _loc3_.top * _loc9_;
if((_loc4_ & gfx.utils.Constraints.BOTTOM) > 0)
{
var _loc6_ = height - _loc3_.top - _loc3_.bottom;
if(!(_loc2_ instanceof TextField))
{
_loc6_ = _loc6_ * _loc9_;
}
_loc2_[_loc13_] = _loc6_;
}
}
else if((_loc4_ & gfx.utils.Constraints.BOTTOM) > 0)
{
_loc2_._y = (height - _loc3_.bottom) * _loc9_ - _loc2_._height;
}
}
else
{
if((_loc4_ & gfx.utils.Constraints.RIGHT) > 0)
{
if((_loc4_ & gfx.utils.Constraints.LEFT) > 0)
{
_loc2_[_loc14_] = width - _loc3_.left - _loc3_.right;
}
else
{
_loc2_._x = width - _loc2_._width - _loc3_.right;
}
}
if((_loc4_ & gfx.utils.Constraints.BOTTOM) > 0)
{
if((_loc4_ & gfx.utils.Constraints.TOP) > 0)
{
_loc2_[_loc13_] = height - _loc3_.top - _loc3_.bottom;
}
else
{
_loc2_._y = height - _loc2_._height - _loc3_.bottom;
}
}
}
_loc8_ = _loc8_ + 1;
}
}
function toString()
{
return "[Scaleform Constraints]";
}
вроде бы тут в джаве скрипте изменяем расположение