Eliaquim

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Author: Hakuen Studio

Introduction

Natively, RPG Maker has no option to change the font of your project.
Although there is a way to switch manually, it will change the font for the entire game.
This plugin enables you to load as many fonts as you like and also gives you the possibility to display different fonts for each window!

Features
  • Use multiple fonts in-game and attach them into different scenes or windows!
  • Set different fonts for Game Timer, Battler Names, Damage Pop-up, and Game Title! (PRO)
  • Store the font changes into a save file(PRO).
  • Set predefined settings for the fonts like text color, outline color, outline width, italic and bold! (PRO)
How to use

Google docs

Screenshots
VuMOwoE.png

ZNj7bt8.png

ZzmvcKS.png

Requires Eli Message Actions
sCGVQe7.png
Terms of Use
Update Log
There is a free version to download.
 
Last edited:

Eliaquim

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Version 1.1.0 - 11/19/2021
- Add a plugin parameter to set the font size for different fonts.
 

Lunesis

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Can you tell me if this can change the fonts for damage numbers?
 

Eliaquim

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Version 5.0.0 is not compatible with my plugins that are below the 5.0.0 versions.

Version 5.0.0 - 02/05/2022

  • [MV] Ported to MV!
  • Updated terms of use.
 

ShadowDragon

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I think you made a tp, [MV] ported to MV which I think should be MZ?
nice job though on the plugin :)
 

swickster

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Where do I put my fonts? They don't seem to be loading from the game directory/fonts folder.
 

Eliaquim

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Where do I put my fonts? They don't seem to be loading from the game directory/fonts folder.
Hi there!
On the plugin parameters, for each font you add/create there is a field where you have to put the font file name(with extension!) and also select a font face name, to be referenced in-game.

After that, just put the fonts in the font file.

Can you show me a screenshot of your plugin parameters?
 

HiddenAlchemist

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This is probably a result of me not fully understanding the documentation, but I cannot get this plugin to work without it crashing with any font I try. I'm currently using the free version on MZ.

I keep getting a property error,
fontmanager1.png

This is what I have with plugin parameters. I honestly do not know if this is the correct Font Face for the engine's default font (in fact, I do not entirely know what a Font Face even is).

fontmanager2.png

I understand that the document says that the first font has to be called "gamefont", but that was the default font for MV. In MZ, the default font is mplus. Does it still have to be called gamefont?

Might the issue be because I have to assign the font to every single scene and window parameter there is? In that case, would it be too much trouble to ask for a text form of all the game scenes and windows that I can copy-paste into the parameters? (Where you can switch to "text" in plugin parameters.) Because as this is, there is way too many windows to add through a dropdown menu that it gets really tedious. Especially as in my project I only intend to ever use one font, if I can get this to work.

Thank you.
 

Eliaquim

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This is probably a result of me not fully understanding the documentation, but I cannot get this plugin to work without it crashing with any font I try. I'm currently using the free version on MZ.

I keep getting a property error,
View attachment 217417

This is what I have with plugin parameters. I honestly do not know if this is the correct Font Face for the engine's default font (in fact, I do not entirely know what a Font Face even is).

View attachment 217418

I understand that the document says that the first font has to be called "gamefont", but that was the default font for MV. In MZ, the default font is mplus. Does it still have to be called gamefont?

Might the issue be because I have to assign the font to every single scene and window parameter there is? In that case, would it be too much trouble to ask for a text form of all the game scenes and windows that I can copy-paste into the parameters? (Where you can switch to "text" in plugin parameters.) Because as this is, there is way too many windows to add through a dropdown menu that it gets really tedious. Especially as in my project I only intend to ever use one font, if I can get this to work.

Thank you.
Hi there!

You need to have my core plugin installed too. And it needs to be above all my plugins.
 

HiddenAlchemist

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I feel very silly now for not having realized that. I guess to be fair to myself, I was directed straight to this one plugin for a solution.

Anyhow it is now working for me without anymore crashing. Thank you.
 

Eliaquim

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I feel very silly now for not having realized that. I guess to be fair to myself, I was directed straight to this one plugin for a solution.

Anyhow it is now working for me without anymore crashing. Thank you.
Is my bad too! On the last updates, I removed the warning window that the plugin previously had.
I'm thinking of a way to let the users know that, without the warning. If I did not find, I will go back to the warning thing xD

But glad it is working!
 

Eliaquim

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Version 5.0.1 - 03/16/2022
  • Fixed an issue that if a window or scene was not attached to a font, their font-face was defined by the Database/System tab, instead of being the first one on the Plugin parameter font list.
  • Add a plugin parameter for you to define the default font index on your font list.
 

ShadowDragon

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question, does it require MessageActions or is there a way to use
a scriptcall to change fonts?

another question related, if index 0 = 1 in the struct, and I only
want to target the window message scene (where I mostly need it),
and set 4-5 fonts to Window_Message, is [] custom scene?
which can also be a static/default font to use?

as I use a fixed font on that part, the message window I built has some
small issues, I hope this one can fix the issue directly as well.
if it doesn't work, I need some help on it to play nice together.

maybe a small modification for easy use (need to DM by that).
 

Eliaquim

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@ShadowDragon I may not have understood you correctly. But let's see.
question, does it require MessageActions or is there a way to use
a scriptcall to change fonts?
- It only requires message actions if you want to change fonts using escape codes. The plugin command works without message actions. But also, plugin commands only on the Pro version. Otherwise, you need to set up everything through the plugin parameters.

another question related, if index 0 = 1 in the struct, and I only
want to target the window message scene (where I mostly need it),
and set 4-5 fonts to Window_Message, is [] custom scene?
which can also be a static/default font to use?
You can only set one plugin parameter font to a window. If you set multiple fonts to the same window, the window will only use the first font it finds on crescent order.
If you want to assign a font for the Window_Message, just add it into the window list:
1653683067371.png
 

ShadowDragon

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I have pro for MV (as it is always pro).

say I have the following:
fontface: message.ttf
window: window_Message

fontface: rpgfont.ttf
window: window_Message

fontface: rpgfontpx.ttf
window: window_Message

and switch between them when needed by scriptcall.
as I dont know if plugin command can work between scriptcalls or
mess that up.

I try to find a easy way as 1 window need to be always 1 font.
so I dont know if it is taken automaticall, and I might need some
changes to adapt yours nicely if I can get it to work at least.

it's just clarification.
as I might only use the fnt escape code, but for a big plugin for
only that one is also something.

thats why possible scriptcall or a modification or adaption for it only?
as if adaption is needed (require you eli_book and fontmanagerPro),
I hope I can add some code (with help) to make it play nicely if its not
to much trouble at least.
 

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