def create_etd_sprite
# Creates Display Bitmap
bitmap = Bitmap.new(192, 26)
# Draw the outline
bitmap.font.color.set(0,0,0) # set color to black
bitmap.draw_icon_text(-1, -1, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(-1, 0, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(-1, 1, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(0, -1, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(0, 1, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(1, -1, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(1, 0, 192, 24, @character.etd_display_text, 1)
bitmap.draw_icon_text(1, 1, 192, 24, @character.etd_display_text, 1)
# Draws ETD Display Text
begin
bitmap.font.color = @character.etd_display_color
rescue
@character.etd_display_color = @character.is_a?(Game_Player) ?
Game_Character::ETD_Default_PlayerText_Color :
Game_Character::ETD_Default_EventText_Color
bitmap.font.color = @character.etd_display_color
end
bitmap.draw_icon_text(0, 0, 192, 24, @character.etd_display_text, 1)
# Creates Display Text Sprite
@_etd_text_sprite = Sprite.new(self.viewport)
@_etd_text_sprite.bitmap = bitmap
@_etd_text_sprite.ox = 96
@_etd_text_sprite.oy = 24
@_etd_text_sprite.x = self.x
@_etd_text_sprite.y = self.y - self.oy / 2 - 24
@_etd_text_sprite.z = 3000
@_etd_text_sprite.visible = true
# Saves ETD Text
@_etd_display_text = @character.etd_display_text
@_etd_display_color = @character.etd_display_color
end