Group: Member
Posts: 62
Type: Mapper
RM Skill: Skilled
Shadow under the font
Version 1.0 Author Saul Release Date 23/06/11
Introduction This simple script made by me insert the shadows under the font. As in RPG Maker VX.The script is in Italian. If you have a little patience I'll translate it in English, but you can start using it even now.
Script
Script
CODE
#================================================================= # Ombra sotto il font v 1.0 # 23/06/11 #======================================================================= module Ombra_testo Ombra_Font = true # Se è true, verrà attivata l'ombra, se false, ovviamente no. end
#=============================================================================== # IF: L'ombra del font è attiva. #=============================================================================== if Ombra_testo::Ombra_Font #=============================================================================== class Bitmap if not method_defined?('original_draw_text') alias Ombra_testo_original_draw_text draw_text def draw_text(*arg) original_color = self.font.color.dup self.font.color = Color.new(0, 0, 0, 128) if arg[0].is_a?(Rect) arg[0].x += 2 arg[0].y += 2 self.Ombra_testo_original_draw_text(*arg) arg[0].x -= 2 arg[0].y -= 2 else arg[0] += 2 arg[1] += 2 self.Ombra_testo_original_draw_text(*arg) arg[0] -= 2 arg[1] -= 2 end self.font.color = original_color self.Ombra_testo_original_draw_text(*arg) end end end end
Customization If you need to disable the script without deleting it, you must write on line 6 false instead of true.
Compatibility It should be compatible with all scripts.
Screenshot I don't think screens are necessary, but if required, will be added.
DEMO It isn't necessary for this script.
Installation No installation, just insert the script above Main.
Credits Credited is not necessary, but not passed off as the script for you.
Group: Local Mod
Posts: 904
Type: Scripter
RM Skill: Skilled
Rev Points: 120
Interesting idea and interesting realization... It sounds great
I've only a question for you: Have you tested it in battle with four char in you party or something like that?
Usually, if Window_BattleStatus is too elaborated (i.e. status icons, life and sp gauges, et cetera, et cetera...) and/or there's is a HUGE amount of text, a double-drawn text can cause a little lag. For a full compatibility, I think that a conditioned refresh in Window_BattleStatus can fix this little issue (i.e. making that window refresh only if actor's state is changed...)
If you haven''t experienced this problem, well it sounds like there are no other flaws.
Jens
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud