Okay, I've got a fun challenge for you.
I need a script that can replace the font for a text box with another.
For instance, I know that the default font for RPG Maker VX Ace is VL Gothic Regular, if mine is anything to go by. What the script would do, as far as functionality, would either through a script call change the font from default to another one, specified by case sensitive information put into the script call, or use a text command/control characters (Like \^, which makes the text box progress without player input, for example.) that is connected to the font, specified in the script itself.
Now, as to why I need a script over fumbling with the default engine to change it, I'm using a custon font made by Fontstruct called Runic. What it is is a series of runes that act as a direct cipher, which is important for my game, as a faction within speaks a language that is different from what is normally spoken.
This way, I can switch between either/or and add a bit of flavor to my game.
Font replacer
● ARCHIVED · READ-ONLY
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Try looking for yanfly's message system, I think it allows changing of font in specific text boxes via escape codes
Those are called escape codes... XDtext command/control characters Like \^ -
While that is indeed an impressive script, and one that I might use later on, it doesn't do specifically what I need. For instance, the script relies on fonts that are already installed to be the main message box font, not interchange them. (If it had that, and could be linked to a non-installed, but included TrueType font file, then I'd be all set.)
What I'd do with the font file would be to put it in a folder labeled 'Font', and have it be placed with the other folders for gameplay use. Then, the script would look for that folder, 'Font', and there would be an area specified for the font file to be used. In my case, 'Runic'.
I hope this makes sense to you. -
What do you mean installed? Fonts can be used without installation as long as they are inside the Fonts folder (GameFolder\Fonts\) of your game. If your game doesn't have one (I don't think Ace adds that by default) you could always create one (Also, when making a non-RTP linked project, you are required to do this actually and put VL Gothic into that folder even if your game doesn't use it)
Looking at the instructions for the script, you can definitely change fonts per message
/fn[x] would be the escape code to useFont: Effect:
# \fr - Resets all font changes.
# \fz[x] - Changes font size to x.
# \fn[x] - Changes font name to x.
# \fb - Toggles font boldness.
# \fi - Toggles font italic.
# \fo - Toggles font outline.
# \fs - Toggles font shadow.
So all you need to do is put the font inside the Fonts folder of your game, then use that escape code to change the font of the message box when needed -
I'll test that out, thanks for clarifying.
EDIT: Thank you, this is exactly what I need. Thank you. -
That's a default function of Ace btw (the Fonts part)... :)
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REally? I never noted anything that would allow me to do that.
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Not the changing of fonts, just the existence of the Fonts folder so that you can just place there the Font that you would be using instead of installing them... That was on the help file...