mob
Login()
..()
CreateName()
proc/CreateName(r=255, g=r, b=r)
overlays = list()
var/lines = round(32 / namefont.height)
var/txt = namefont.GetLines(key, width = 96, maxlines = lines,\
flags = DF_WRAP_ELLIPSIS)
var/size = namefont.RoundUp32(namefont.GetWidth(txt))
var/iconset/s = namefont.DrawText(txt, size / 2, 0,\
width = size, maxlines = lines,\
flags = DF_JUSTIFY_CENTER | DF_WRAP_ELLIPSIS,\
icons_x = size / 32, icons_y = 1)
var/iconset/s2 = new(s)
s2.Dilate()
s2.Transparent(0)
if(30*r+59*g+11*b > 7650) // anything darker than bright red gets white outline
s2.Invert()
s.Transparent() // white text on transparent background
if(r<255 || g<255 || b<255)
s.Blend(rgb(r, g, b), ICON_MULTIPLY)
s.BlendSet(s2, 0, 0, ICON_UNDERLAY)
var/obj/O = new
O.pixel_y = -32
for(var/xx = 0, xx < s.w, ++xx)
var/icon/ic = s.GetIcon(xx, 0)
if(ic)
O.icon = ic
O.pixel_x = (xx + (1 - s.w) / 2) * 32
overlays += O
del(O)
Logout()
Problem description:
I noticed that using Lummox Jrs DMI Fonts, when you put it into your game, it makes it so that it shows you Key as the text ander your name. How do I make it so it shows YOUR NAME not key under you charcter?
I wasn't sure what to do so I didn't mess with the code.
Naturally you'd use name, not key, as the var in the call to GetLines().
Lummox JR