Okay two things I need to get out of the way 1: I already know about Yanflay's scripts! So don't suggest those please! 2: I just want something simple that doesn't have so many features that I'll never use in this particular game, hence statement #1. I know Yanflay's scripts are great, but they're a bit much for this one simple thing I want to do.
Basically I just want to be able to control the font with a simple script command, but only for text windows that appear when a character is talking.
I have Five countries in my game, plus the 'system' and default font.
Non-dialogue boxes and Main Protagonists (the male or female characters that you control) use the Default font (which is the font the game's title uses and all the other system stuff)
Characters from country one use font B
Characters from country two use font C
Characters from country three use font D
etc
I want to be able to do what Yanflay's messenger script allows you to do, without all the extra bells and whistles, just the stuff related to fonts within textboxes as well as the game's default font.
Is there a way to do this? I would learn how to do so myself, but my scripting skills are well....zero, even in a simple language like Ruby....
Can Someone Please Make A Script For This?
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I don't understand what's wrong with yanfly's script.
It does exactly what you need. -
There's nothing wrong with Yanflay's script :/
But I can't change the system font and I don't need all the 'extra' stuff. (I don't need the extra functions of the Message script nor the Core script that Yanflay has. And yes I'm aware it fixes a lot of things I would still like something simpler)
I just want the font changing stuff for text box font from different characters as well as having a default system font for non-dialogue stuff.
A lot of the fonts I use work fine for RPG Maker normally, but they don't seem to work when I use them with Yanflay's script.
Well, they do work, but certain symbols like the question mark and period don't
They really need to add a 'select font' feature to rpg maker, it would still only allow you to use fonts installed into a 'font' folder and your computer, but then it'd just be a simple drop down list like just about every other feature. -
The name is Yanfly not Yanflay but that being said, you don't need an extra script to change font, there is a font changing script built right in. You just gotta go into the scripts settings and change the value of the scripts for font wherever you want it changed. Not sure what value you would want and how many values there are but I am sure you can find what you want.
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Yeah, but I would need something to change it for certain characters and only that character, I know how to change the system font and the default font, which I don't need Yanfly's mods/scripts to do. Yes his scripts allow you to do this but it's kind of more complex than it needs to be.The name is Yanfly not Yanflay but that being said, you don't need an extra script to change font, there is a font changing script built right in. You just gotta go into the scripts settings and change the value of the scripts for font wherever you want it changed. Not sure what value you would want and how many values there are but I am sure you can find what you want.
What I need to be able to do if check if x character is from y country and change the font accordingly.
I could probably do it with an if statement script somehow but I'm not quite sure how to code it.
Basically something like "If "\N[actor number]" being displayed then change font to *font name*" or something, but again, I'm not sure how to set that up, so that it only affects dialogue boxes.
that way I could just change the font by typing in the \N[] command and the font would change based on the name of the actor being displayed. -
So then yanfly's script doesn't work for you.There's nothing wrong with Yanflay's script :/
But I can't change the system font and I don't need all the 'extra' stuff. (I don't need the extra functions of the Message script nor the Core script that Yanflay has. And yes I'm aware it fixes a lot of things I would still like something simpler)
I just want the font changing stuff for text box font from different characters as well as having a default system font for non-dialogue stuff.
A lot of the fonts I use work fine for RPG Maker normally, but they don't seem to work when I use them with Yanflay's script.
Well, they do work, but certain symbols like the question mark and period don't
They really need to add a 'select font' feature to rpg maker, it would still only allow you to use fonts installed into a 'font' folder and your computer, but then it'd just be a simple drop down list like just about every other feature.
You don't need yanfly's core script. You don't need to use the extra stuff either.
You're not choosing not to use his script because it has "too many extra things you don't need", you're not using it because it doesn't work. -
If only some letters or symbols don't work, but the rest of a font does work, then this isn't a script problem - it means that the font choosen is incomplete and simply missing those letters.Well, they do work, but certain symbols like the question mark and period don't
There are only two ways around this:
1)
Look where the missing letters were used in the vocabs and the scripts and change them to letters that are included in the font. This is usually done with special symbols like the arrows that aren't in all fonts.
2)
select a different font that is more complete and contains the missing symbols, or use a font editor to add the symbols yourself. -
I'm pretty sure someone told me that for ANY of Yanflay's scripts to work with full functionality that you need his 'core' script above it.So then yanfly's script doesn't work for you.
You don't need yanfly's core script. You don't need to use the extra stuff either.
You're not choosing not to use his script because it has "too many extra things you don't need", you're not using it because it doesn't work.
Yanflay's script does work, but I'm not sure you understand what I'm trying to say...
Also I'm choosing not to use it 'because it has too many extra things I don't need'
I'm choosing not to use it because I want my game to be good because "Wait, he DIDN'T use Yanflay's scripts, and it's still good?? o.o" r_r
If yanflay get's half the credit for my game being 'good' then where does that leave me? It's an odd thing to get hung up on yeah, but I would like to either stand on my own two legs, or get some lesser known and (possibly) more talented scripters out there. And yes, I'm aware that Yan's scripts add functionality to RPG Maker, and that it's not a bad thing to use scripts either.
I think there's a way to do it where, if a certain variable is set to a certain number, then the game font = font name for that number
But what I don't know how to do is script it so that it only changes the font for the 'show text' command.
That way I could have a default font for the game and a default font for each country that is included in the game, thankfully I only have five countries. -
I don't think it's possible to deduce that you're using yanfly's message system just by looking at a window.Yanflay's script does work, but I'm not sure you understand what I'm trying to say...
Also I'm choosing not to use it 'because it has too many extra things I don't need'
I'm choosing not to use it because I want my game to be good because "Wait, he DIDN'T use Yanflay's scripts, and it's still good?? o.o" r_r
You still have the issue where certain chars don't show up only when you use yanfly's script. -
Yeah, it's a font problem, I found a font that both looks good, fits my story better, and all the symbols work. I'm just using it as the default/system font for right now.I don't think it's possible to deduce that you're using yanfly's message system just by looking at a window.
You still have the issue where certain chars don't show up only when you use yanfly's script.
Just to confirm, I DON'T need Yanflay's core script to use just his messenger script?
If my idea doesn't work I may end up using it after all, but I have an idea that might work, without needing lots of bells and whistles like Yanflay's script has. (which I may or may not use in my game)
In an Autorun/Parallel process
If Variable: Font = 1
*common event that uses a simple ruby script to set the font to Font A*
Else
If Variable: Font = 2
*common event that uses a simple script to set font to Font B*
Else:
If Variable: Font = 3
*common event that uses a simple ruby script to set font to Font C*
Else
If Variable: Font = 4
*common event that uses a simple ruby script to set font to Font D*
Else:
If Variable: Font = 5
*common event that uses a simple ruby script to set font to Font E*
Else
*common event that uses a simple ruby script to set font to Default Font*
Appropriate number of End Branch commands
^ that event would be in every room/Map and constantly running in the background.
Then in the dialogue events I could simply set the variable "Font" to the font that I want to use for when x character is talking.
This COULD work, however, I don't know how to make it only affect the text that appears with the display text command.
Any ideas?