ProfCreepyPasta 1 Posted February 29, 2016 I want to be able to change the font temporarily for each character I talk to. Example: Like how certain characters in Undertale have a different font for when they talk. Is there a script for this or maybe a script call option? Share this post Link to post Share on other sites
kurashi 12 Posted February 29, 2016 Hey! Something I've made already! Well mostly. =begin Name: Dynamic Fonts {RGSS3 - VX Ace} Creator: KioKurashi Usage Requirements: Credits to Kio Kurashi for the script. Can be used Comercially or Non-comercially. Instructions: This script adds a new function to the message command in events. The keycode to use is \F[n] where n is the number of the of the place in the FONT_NAMES list located below. Fonts must be using their installed Font name or the game will not be able to find them. The 0(zero) is reserved as the default font "VL Gothic" if you would wish to change the font mid-message. The font can be changed as many times in a message as you would like, and will always revert to the default for the next message if not explicitly defined. Modify the FONT_NAMES list to the fonts that you desire. =end module CONFIGTEXT FONT_NAMES = ["Bodoni MT", "Arial Narrow", "Castellar"] end #################### Do Not Edit Beyond This Point ############################ class Window_Base include CONFIGTEXT alias :reset_font_without_name :reset_font_settings def reset_font_settings reset_font_without_name contents.font.name = "VL Gothic" end def process_escape_character(code, text, pos) case code.upcase when 'C' change_color(text_color(obtain_escape_param(text))) when 'I' process_draw_icon(obtain_escape_param(text), pos) when '{' make_font_bigger when '}' make_font_smaller when 'F' alter_font(obtain_escape_param(text)) end end def alter_font(number) number == 0 ? fontname = "VL Gothic" : fontname = FONT_NAMES[number-1] contents.font.name = fontname end end 1 Share this post Link to post Share on other sites
ProfCreepyPasta 1 Posted March 3, 2016 Hey! Something I've made already! Well mostly. =begin Name: Dynamic Fonts {RGSS3 - VX Ace} Creator: KioKurashi Usage Requirements: Credits to Kio Kurashi for the script. Can be used Comercially or Non-comercially. Instructions: This script adds a new function to the message command in events. The keycode to use is \F[n] where n is the number of the of the place in the FONT_NAMES list located below. Fonts must be using their installed Font name or the game will not be able to find them. The 0(zero) is reserved as the default font "VL Gothic" if you would wish to change the font mid-message. The font can be changed as many times in a message as you would like, and will always revert to the default for the next message if not explicitly defined. Modify the FONT_NAMES list to the fonts that you desire. =end module CONFIGTEXT FONT_NAMES = ["Bodoni MT", "Arial Narrow", "Castellar"] end #################### Do Not Edit Beyond This Point ############################ class Window_Base include CONFIGTEXT alias :reset_font_without_name :reset_font_settings def reset_font_settings reset_font_without_name contents.font.name = "VL Gothic" end def process_escape_character(code, text, pos) case code.upcase when 'C' change_color(text_color(obtain_escape_param(text))) when 'I' process_draw_icon(obtain_escape_param(text), pos) when '{' make_font_bigger when '}' make_font_smaller when 'F' alter_font(obtain_escape_param(text)) end end def alter_font(number) number == 0 ? fontname = "VL Gothic" : fontname = FONT_NAMES[number-1] contents.font.name = fontname end end Thank you so much! Share this post Link to post Share on other sites
Rikifive 3,411 Posted March 11, 2016 This thread is closed, due to being solved. If for some reason anybody would like to re-open this thread, just send me a PM. (= Share this post Link to post Share on other sites