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RPG RPG Revolution Forums > Scripting > Script Tutorials > RGSS2
Saul95
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.
Jens of Zanicuud
Interesting idea and interesting realization...
It sounds great smile.gif

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

Saul95
Thanks for commenting happy.gif
I tried the script in battle, but he don't lag.
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