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Shadows under font

Started by Saul, February 14, 2012, 01:28:17 PM

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Saul

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]

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.

saeldur

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]

EvilM00s

Cool. I don't suppose there is a plan to convert this to VX?

Va bene! And that's all the Italian I know.
:tinysmile:

Fall From Eden

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.

EvilM00s

:tinysmile:

Fall From Eden

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

EvilM00s

:tinysmile: