BetterCombatText
Outlines combat text: enemy names, buff/debuff labels and the dice numbers in roll events. Each surface toggles in the.cfg. No gameplay change; the visual result is not yet verified in game.
模組介紹 作者原文
BetterCombatText
Makes combat text easier to read: an outline/halo around the letters (default: black
at 10% alpha) on enemy names and buff/debuff labels, plus the dice text in roll
events. No gameplay change.
- GUID: com.gumatos.bettercombattext
- Version: 0.1.1
- Works with: Stolen Realm v1.3.1.
- Needs: BepInEx 5 and BetterFont.
What it does
Each surface is switched on/off independently in the.cfg. The effect always uses a
per-text copy of the material — never the shared one — so the rest of the interface
does not get an outline.
| Surface | What it gets |
|---|---|
| Enemy names in combat | soft outline/halo + soft shadow |
| Buff/debuff labels in combat | hard outline + shadow + bold (see What it does not do) |
| Dice text in roll events | soft outline/halo + shadow |
| Health number (extra, off by default) | soft outline/halo |
The shadow color follows the background, because a shadow only shows when it contrasts
with what is behind it: on a dark background (the battlefield) it is the light #CBB396;
on a light background it is #000000. That is the Fundo key per surface — the enemy
names ship with Fundo = escuro, and the BCT-2 rule (shadow by the letter's brightness)
is kept when a surface leaves Fundo = auto. Without this, a bright enemy name on the dark
battlefield got a black shadow — invisible.
What it does not do
- The visual effect is not confirmed. A startup diagnostic proved the effect is
possible on those texts (their material supports a soft outline), but nobody has
looked at the screen with the mod on. It needs an eye in game — there is no
before/after screenshot in the repository.
- Buff/debuff labels do not get a soft halo. The xN labels and the turn counter are
the old Unity text (UnityEngine.UI.Text), not TextMeshPro: a soft outline does not
exist there. On those the mod applies what exists — a hard outline, a shadow and bold.
A soft halo there would mean replacing the components in the game's prefab, a big and
risky change.
Together with BetterFont
BetterFont swaps the interface font for a serif one and re-applies the effect on the new
per-text material. The combat texts run on a different shader variant than the serif
font uses; since BetterFont 1.0.2 that is not a refusal any more (the style properties
exist in both), so with both mods on those texts get both: the serif face and the
halo/shadow applied here. The dependency of this package points at that version.
Only an effect the copy cannot reproduce — a real face texture, bevel, glow — leaves a
text untouched, the safe choice, with the reason named in BetterFont's log. To force
all styled texts to stay exactly as they were, set PularTextosEstilizados = true in
BetterFont's.cfg (its 1.0.1 behaviour).
How to configure
File: BepInEx\config\com.gumatos.bettercombattext.cfg (edit in Notepad).
- Turn everything off in one line: section 1. Geral, Ativar = false. The mod then
applies nothing — the game runs fully original.
- Stronger/lighter outline: LarguraContorno (thickness) and AlfaContorno
(opacity, default 0.10 = the 10%).
- Softer or harder halo: SuavidadeContorno — high = soft, 0 = hard.
- Soft shadow: Sombra + SombraOffsetX / SombraOffsetY / SombraSuavidade /
AlfaSombra.
- Shadow colour (Fundo): the background behind the text — escuro (dark: shadow is the
light #CBB396), claro (light: shadow is #000000) or auto (follow the letter's
brightness). Enemy names default to escuro.
- Font size: TamanhoFonteExtra — 0 = leave the size alone (default).
- Dice only: section 4. Eventos (texto do dado) > Ativar = false.
- Added on start: 1. Geral > DiagnosticoNoArranque (default true) checks the scene
every 5s (from 20s in, giving up at 240s) and logs the font/material/shader of the
targets as soon as one appears in the scene — read-only, nothing is changed. Since BCT-3 it
also logs the letter colour of each target (#RRGGBB, alpha, luminance) and the shadow
colour that ended up in the material.
- Changed the.cfg? Restart the game — th
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: