How do you change the default font used?

Zoltor

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I wouldn't care, but evidently the default font used, really sucks if you use it to for anything but char talking, so I need to change to text to get my info on my custom char status pages to line up properly. 
 
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Engr. Adiktuzmiko

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What text? or do you actually mean font?


if it's font, you can always change font properties per bitmap (for most windows, the bitmap is denoted by content), so you can do like content.font.name = "YOUR_FONT" etc (you can view all possible Font class calls in the help file)
 
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Engr. Adiktuzmiko

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then change it via the bitmap of the window... though some of the drawing methods reset font settings so you need to be on the lookout for those
 

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To change the default font that will be in use for every bitmap that uses draw_text to put text onto the bitmap, you can change Font.default_name. This is an array of font names to use, in the order to use them in, in case one or more is unavailable.

For example,

Font.default_name = ["VL Gothic", "Arial", "Verdana", "Calibri", "Times New Roman"]to name a few. If a font is not found on the system, it goes to the next font. Te first font it will check is the leftmost one, and it will work its way to the right.
 

Engr. Adiktuzmiko

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take note though that even if you don't use VL Gothic, the game will still look for it and will return an error if VL Gothic is not installed or not in your game's Fonts folder.
 

Zoltor

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Which script is this buried in(so I can edit it there)?

I tried puting it in a event script box, and it doesn't return a error(good sign, right), but it doesn't seem to be taking affect, so I'm pretty sure the default script that handles the fonts is overriding scrips wrote out elsewhere(I even tried changing to a oriental Font to make sure, and yea It's not taking effect). 
 
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Mouser

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take note though that even if you don't use VL Gothic, the game will still look for it and will return an error if VL Gothic is not installed or not in your game's Fonts folder.
It should only throw an error if it reaches the end of the list and hasn't found a font yet. That's the purpose of listing several fonts - you can't be sure what your player has installed and you don't want to include your own for whatever reason.

@Zoltor - start at the Window_Base class - but the font class is detailed in the RGSS specification in the help file, so you'll probably need to rummage around in both. I just went through that changing the color of the font for my title screen to match the color of the image on the background.
 
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Engr. Adiktuzmiko

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It's not the scripts that throw an error, it's the player/engine itself because it's hardcoded to look for VL Gothic. It happens before the scripts are even initialized. There is even a few threads here about that.


If you want you can try it yourself, make a game, don't use VL Gothic, try it out on a computer that doesn't have VL Gothic on it (which means it shouldn't have an installed copy of the RTP, and of course your game shouldn't have a VL Gothic on it's Fonts folder too).
 
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Zoltor

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Lmfao I've been trying to change it the hard way(and when done the hard way, while it did change the font, it wasn't lining the text like it should, since I changed it to a monospace font), um evidently you can change the font through Yanfly's message script(how the hell did I miss that, I've been constantly looking over this script the past two days), and when done through that, It's working properly, woot woot, time to make perfect custom char Status Pages.
 

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Yanfly's Core can change it for the whole game... :)


and yeah, Yanfly's MS has escape codes for font changing the text
 

Zoltor

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Yanfly's Core can change it for the whole game... :)

and yeah, Yanfly's MS has escape codes for font changing the text
Didn't know it could do that. In any case though, I opted not to use his core engine script. It increases the viewing range/screen size, but doesn't resize any kind of picture to fit(including battlebacks, title screens, ect), so without a ton of editing, it makes games look sloppy.
 

Engr. Adiktuzmiko

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It doesn't increase the screen size unless you set it to do so...
 
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Zoltor

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It doesn't increase the screen size unless you set it to do so...
Well It's doing that by default(like plug, and play, I didn't do that), so perhaps I'll look through the script, and edit whatever variable is causing it to change the Screen size.

Edit: Yep it was a super easy fix(for some reason Yanfly had it set for 640 width lol).
 
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Engr. Adiktuzmiko

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It's one of the very first configurables of the Core script... just set it back to 544,416
 

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