Shadow under the font[/b]
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 [spoiler=Script]
#=================================================================
# 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[/spoiler]
CustomizationIf 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.
CreditsCredited is not necessary, but not passed off as the script for you.
This is the script translated from Italian to English:
[spoiler]
#=================================================================
# Shadowed Font v 1.0
# 23/06/11
#=================================================================
module Shadow_test
Shadow_Font = true # If it's true, the shadow will be activated, if it's false obviously not.
end
#===============================================================================
# IF: Font's shadow is active.
#===============================================================================
if Shadow_test::Shadow_Font
#===============================================================================
class Bitmap
if not method_defined?('original_draw_text')
alias Shadow_test_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.Shadow_test_original_draw_text(*arg)
arg[0].x -= 2
arg[0].y -= 2
else
arg[0] += 2
arg[1] += 2
self.Shadow_test_original_draw_text(*arg)
arg[0] -= 2
arg[1] -= 2
end
self.font.color = original_color
self.Shadow_test_original_draw_text(*arg)
end
end
end
end[/spoiler]
Cool. I don't suppose there is a plan to convert this to VX?
Va bene! And that's all the Italian I know.
Quote from: EvilM00s on March 20, 2012, 01:18:08 PM
Cool. I don't suppose there is a plan to convert this to VX?
Va bene! And that's all the Italian I know.
There shouldn't be any need to convert it to VX that we know of; VX has this kind of feature built-in. Unless you're talking about the ability to enable or disable shadows from
all drawn text, in which case... that could certainly be done.
Yes, precisely that.
Marc: In that case, here is the shortest script I have ever seen. :)
Font.default_shadow = false # Or true, or whatever you want.
Or to have it defined by a switch ID....
Font.default_shadow = $game_switches[1] # Change "1" to the switch ID to control it.
And there we have it! :D
Excellent. Thank you.