Akariu

Veteran
Veteran
Joined
Jun 5, 2014
Messages
32
Reaction score
5
First Language
German
Primarily Uses
Hi!


So I would like to ask if it is possible to add a specific line to an existing plugin, that determines which font I want to use for it.


something like "choose.font = "sans-serif"....I don't know what it woild be like because I'm not a programmer my self^^


Or to make an easy plugin where you write down the plugin names that should get a specific font.


Like:


verdana = YEP_EquipCore, YEP_ItemCore


sans-serif = YEP_StatusMenuCore, YEP_ClassChangeCore


etc.


so kinda like a list with the fonts they are in the fonts folder and then manualy add the plugin name that should geht the font.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
37,041
Reaction score
10,041
First Language
German
Primarily Uses
RMMV
first, plugins cannot use fonts - the code is never displayed.


What you're probably talking about is using different fonts on the displayed output of different plugins.


Yes, that is possible - but you need to change the output code inside each plugin on each position, which requires you to know at least enough of programming to find the output lines and change the output font there (which usually needs to be done in each of several output codes of each plugin.


So no, it isn't as easy as you imagine it in your example.
 

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
843
First Language
English
Primarily Uses
Using instanceof you could just alias Window_Base.prototype.standardFontFace and return a different value depending on the class of the instance or even you could just check the scene being run. Thereby using only one function. Would be good to use some helper function though.


I'll do this one later
 
Last edited by a moderator:

Akariu

Veteran
Veteran
Joined
Jun 5, 2014
Messages
32
Reaction score
5
First Language
German
Primarily Uses
first, plugins cannot use fonts - the code is never displayed.


What you're probably talking about is using different fonts on the displayed output of different plugins.


Yes, that is possible - but you need to change the output code inside each plugin on each position, which requires you to know at least enough of programming to find the output lines and change the output font there (which usually needs to be done in each of several output codes of each plugin.


So no, it isn't as easy as you imagine it in your example.



oh....well....I guess people like me imagine thinks quite easy xD

Using instanceof you could just alias Window_Base.prototype.standardFontFace and return a different value depending on the class of the instance or even you could just check the scene being run. Thereby using only one function. Would be good to use some helper function though.


I'll do this one later



I....guess I can't follow you right now :(


But I guess it is to diffeculty then for my purpose because right now I want a different font on moghunters time hud for now.


I ask not for just one plugin because everyone should get the chance to customize there game with one handy plugin instead of modify one^^
 

Latest Threads

Latest Posts

Latest Profile Posts

ScreenShot_10_5_2022_4_44_8.png
Mad O' Malley... a stick figure that's afraid of it's existence being erased. so they always start battle in an anxious state.
Before, I was drawing all the sprite work, super big and shrinking it down. Which was really time consuming if thing's changed. So instead I'm drawing the characters sketch, and then remaking it with pixel art instead.
Why are job interviews so terrifying. :kaodes:

Forum statistics

Threads
125,797
Messages
1,173,629
Members
164,963
Latest member
ervll
Top