Stolen Realm
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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 — the values are read on start.

Install

r2modman (recommended): install this package in the Stolen Realm profile — the DLL goes to BepInEx\plugins\BetterCombatText\.

Manual: install BepInEx 5 x64 (or press "Start modded" once in r2modman to create the folders), then copy the BetterCombatText folder to:

%APPDATA%\r2modmanPlus-local\StolenRealm\profiles\Default\BepInEx\plugins\

The file must end up as ...\plugins\BetterCombatText\BetterCombatText.dll.

Uninstall

Delete the folder BepInEx\plugins\BetterCombatText\ (or untick the package in r2modman) and open the game. The text is back to the original on the next start — no game file was ever changed. (Without uninstalling: Ativar = false in the .cfg.)

Build from source

cd BetterCombatText
dotnet build -p:DeployToBepInEx=false

Output: bin\Debug\netstandard2.1\BetterCombatText.dll. The reference DLLs come from the game and are never distributed. The flag keeps the build local: without it the DeployToBepInEx target also copies the DLL into <r2modman profile>\BepInEx\plugins\BetterCombatText\ on the machine that built it — a bare dotnet build installs.


Português (BR)

Deixa o texto de combate mais legível: um contorno/halo (padrão preto a 10%) nos nomes de inimigos e nos rótulos de buff/debuff, mais o texto do dado nos eventos de rolagem. Cada superfície liga/desliga no .cfg. Não altera gameplay.

A cor da sombra segue o FUNDO (chave Fundo por superfície), porque a sombra só aparece quando contrasta com o que está atrás dela: no fundo escuro do campo de batalha ela é a clara #CBB396 — o preto #000000 sumia ali (era o defeito relatado: "não vejo sombra nos nomes"). Os nomes de inimigo já saem com Fundo = escuro; quem deixa auto mantém a regra antiga (pela luminância da letra). O diagnóstico de arranque agora imprime a cor da letra de cada alvo e a cor de sombra que ficou no material.

Dois pontos honestos: o efeito visual ainda não foi confirmado (ninguém olhou a tela com o mod ligado), e os rótulos de buff/debuff não ganham halo suave (são o texto legado do Unity; ali entra contorno duro + sombra + negrito). Com o BetterFont 1.0.2 (ou mais novo) instalado, os textos de combate ficam com a serifa e o halo — variante de shader diferente deixou de ser recusa no BetterFont nessa versão. Na 1.0.1 eles mantinham a fonte original, porque o portão do BetterFont recusava o material dos textos de combate.

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