in the script editor, I'm trying to change the font across the board. Nothing spectacular, but basically
self.contents.font.name = "my_font" #newly added font by shintashi
self.contents.font.size = 20 #newly added font size
While I can get it to work for windows_status and some portions of the skill menus, in some areas, such as the skill description window, I'm not sure where (or what) to put. I basically need "addresses", like
"around game actor line 362" or something.
Do you mean simply changing the game font?
If so, Font.default_name = 'MY FONT NAME'
Font.default_size = NUMBER
This will be overridden by any script for a window that explicitly defines the font in the manner in you example, so delete them lines if needed. This code can be placed anywhere outside of any script, or used in script calls.
I just put this where 'Main' section is, was alot easier for me.
#==============================================================================
# ** Main
#------------------------------------------------------------------------------
# After defining each class, actual processing begins here.
#==============================================================================
begin
# Default font face
Font.default_name = "Arial"
# Default font size
Font.default_size = 20
# Prepare for transition
Graphics.freeze
# Make scene object (title screen)
$scene = Scene_Title.new
# Call main method as long as $scene is effective
while $scene != nil
$scene.main
end
# Fade out
Graphics.transition(20)
rescue Errno::ENOENT
# Supplement Errno::ENOENT exception
# If unable to open file, display message and end
filename = $!.message.sub("No such file or directory - ", "")
print("Unable to find file #{filename}.")
end
Quote from: ForeverZero on December 10, 2010, 01:10:41 AM
Do you mean simply changing the game font?
If so, Font.default_name = 'MY FONT NAME'
Font.default_size = NUMBER
This will be overridden by any script for a window that explicitly defines the font in the manner in you example, so delete them lines if needed. This code can be placed anywhere outside of any script, or used in script calls.
worked nicely. Thanks ^^