08-30-2023, 07:46 PM
Well, MKXP had blocked the font outline feature except for RGSS3 based games. HiddenChest unblocked it for all installments of RGSS. So I wonder if you are just making a request for letting the outline get activated by default, but some people might not like that. Or are you asking for a Game.ini type of setup that allows you to activate it from the very beginning?
Actually, HiddenChest has implemented the concept of areas. It's basically another Rect like method used for mouse clicks. I don't recall it's exact name off the top of my head, still, you should be able to find it in the README.md file.
EDIT
The Bitmap, Sprite and Window classes now support mouse clicks! Well, they indirectly do it... You got to set the @area array with every single x, y, width and height dimensions first. Usually you do that in the Window_Selectable and its child classes refresh method. The following script calls might be used in scene scripts:
Bitmap#alpha_pixel?(x, y) - It's not just for clicks!
Sprite#mouse_above? alias Sprite#mouse_inside?
Sprite#mouse_above_color? - It will ignore pixels with alpha value set at 0.
Window#mouse_above?(command_index) alias Window#mouse_inside?(command_index)
Actually, HiddenChest has implemented the concept of areas. It's basically another Rect like method used for mouse clicks. I don't recall it's exact name off the top of my head, still, you should be able to find it in the README.md file.
EDIT
The Bitmap, Sprite and Window classes now support mouse clicks! Well, they indirectly do it... You got to set the @area array with every single x, y, width and height dimensions first. Usually you do that in the Window_Selectable and its child classes refresh method. The following script calls might be used in scene scripts:
Bitmap#alpha_pixel?(x, y) - It's not just for clicks!
Sprite#mouse_above? alias Sprite#mouse_inside?
Sprite#mouse_above_color? - It will ignore pixels with alpha value set at 0.
Window#mouse_above?(command_index) alias Window#mouse_inside?(command_index)