Hey guys,
I am working on my game Kingdom Hearts: Battle of the Heart, and there is one thing I'd like to change - but just do not know how.
I want multiple fonts in my game! Not just one but 3-4 different fonts. So when I make an EVENT, I could change my font. Is this possible?
(I know how to change my font in the MAIN script, but not how i can add multiple fonts).
Example;
Use this in my intro: http://www.fonts101....dianScript.aspx
Verdana in the text message boxes
Arial in the credits.
- Alexmaru
Change Font (Use multiple fonts)
● ARCHIVED · READ-ONLY
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I believe that it's possible. But this needs a script to be done.
I've seen it done before, where you can change global font mid-game, so I know that there is a script out there. I haven't seen it myself.
It isn't on the Master Script list [see below] so it could be a private script, or maybe it just hasn't found it's way to the list yet.
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List
Someone is bound to know of it though. -
which windows do you want to be affected?
this little scriptlet would work for the message window on the map:
Code:depending on which windows you need it would have to be adjustedclass Scene_Map < Scene_Base attr_accessor :message_window end class Game_Interpreter def change_font(fontname) SceneManager.scene.message_window.contents.font.name = fontname end end -
I hope this doesn't constitute as hi-jacking a topic, and if it does then my apologies. I'm just not sure if this can be done the same as part of the OP's request, or needs to be handled differently.
Anyways, what I'd like is a way to have one font for everything menu related, and one font for text-based events.
Basically, anything I type as a means of events (ie., show text) would be one font, and everything else (title commands, menu/status, battle, etc) would be a different one. -
Yes, it is also what I wanted :)I hope this doesn't constitute as hi-jacking a topic, and if it does then my apologies. I'm just not sure if this can be done the same as part of the OP's request, or needs to be handled differently.
Anyways, what I'd like is a way to have one font for everything menu related, and one font for text-based events.
Basically, anything I type as a means of events (ie., show text) would be one font, and everything else (title commands, menu/status, battle, etc) would be a different one.
But I have an intro where I want a third font (This one: http://www.fonts101....dianScript.aspx) So i also need how i can change the message font right afther the intro :)
How do is use it? :)which windows do you want to be affected?
this little scriptlet would work for the message window on the map:
Code:depending on which windows you need it would have to be adjustedclass Scene_Map < Scene_Base attr_accessor :message_window end class Game_Interpreter def change_font(fontname) SceneManager.scene.message_window.contents.font.name = fontname end end -
oh, sorry, forgot about that, just type
Code:in a script call in an event with fontname being the name of the font you wantchange_font(fontname)
So you want the intro to have a special font and most of the other stuff the same?
I'd make the intro font the "special" one.
How did you do your intro?
if it's only with show text you can use my scriptlet before you show any text ^^ -
@amerk:
Yes, it is hijacking the topic a bit, but I'll let it slide since it's somewhat on topic.
You can try using Yanfly's Message script. It allows you to set a font for the text messages, and you can set a different font for the menus etc via Main. At least, that's what I've done for my project. -
Alright, thanks Lunarea. And thanks to you as well, Mobychan. Both methods seem pretty decent, so I'll test them out.
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Thanks guys :)
I think i use Yanfly's Message script for now :) If any1 know a script so i can get my text in the center automatic - would be great! :D -
Try to request one in script requests if there isn't one :)
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