RPG Maker MZ
Font Helper v1.1.2
While it isn't hard to add new fonts, RPG Maker MZ does have the FontManager to handle fonts, this plugin is made to make it easier add fonts, and to switch fonts whenever you want.
Download (19.09 kB, 133 times downloaded)
Placement
Make sure to place this plugin below the plugins that this plugin requires, but above plugins that rely on this plugin.
Usage
Plugin developers
CXJ_MZ.FontHelper.loadFont(fontFace, filename, fallback = null)
This allows you to load a font. It basically just calls FontManager.load
,
however, it also stores the fallback font for the current font face. If the
font already has been loaded previously, it will ignore the font loading.
Arguments:
{string} fontFace |
The name of the font. |
{string} filename |
The font file name. |
{string} fallback |
optional The fallback font. |
CXJ_MZ.FontHelper.fontLoaded(fontFace)
If you want to check whether a font has been loaded in, you can use this helper function.
Arguments:
{string} fontFace |
The name of the font. |
Returns:
True if the font has already been loaded, false if it hasn't.
Message codes
\font[font-face]
You can switch the font on-the-fly, while displaying a message. Leave the font face out to revert back to the default font. The font will automatically revert back to the default at the end of the message.
Arguments:
font-face |
The name of the font to use. |
Plugin parameters
Reset font after event
By default, after the event ends execution, the font will reset to the default font. However, you can opt to disable this functionality. Do note that this will affect all message windows, including the menu windows.
Fonts
This parameter adds an easy way to add new fonts. This is the primary way to add new fonts, and the most direct one. You can immediately use these fonts without any hassle.
Each entry has the following options:
Font face | The name of the font. |
Font filename | The font file name. |
Font fallback | The fallback font. |
Font aliases | Allows you to add aliases for the font. |
As a side note, aliasing fonts acts pretty much the same as defining multiple instances of a font with the same file name. This will just simplify the process.
Plugin commands
Set font face
With this command, you can change the font. This is either for the entire duration of the event or until the font is changed again, depending on the parameter settings.
Arguments:
Font face | The name of the font to use. |
Special fonts
New fonts have been added that have special properties. They only appear at certain places. The names of these fonts follow a certain pattern.
rmmz-windowfont-<window name> |
Sets the font of a specific window. |
This plugin overwrites default functionality. Make sure you check whether or not the plugin is compatible with other plugins by checking which functions they overwrite. Below is the list of methods it overwrites:
- Game_System.prototype.initialize
- Game_System.prototype.mainFontFace
- Game_Interpreter.prototype.clear
- Game_Interpreter.prototype.terminate
- Scene_Boot.prototype.loadGameFonts
- Window_Base.prototype.resetFontSettings
Download Font Helper v1.1.1 (17.78 kB, 254 times downloaded)
Download Font Helper v1.1 (17.28 kB, 234 times downloaded)
Download Font Helper v1.0 (15.65 kB, 244 times downloaded)
/****************************************************************************** * CXJ_MZ_FontHelper.js * ****************************************************************************** * By G.A.M. Kertopermono, a.k.a. GaryCXJk * ****************************************************************************** * License: MIT * ****************************************************************************** * Copyright (c) 2020, G.A.M. Kertopermono * * * * Permission is hereby granted, free of charge, to any person obtaining a * * copy of this software and associated documentation files (the "Software"), * * to deal in the Software without restriction, including without limitation * * the rights to use, copy, modify, merge, publish, distribute, sublicense, * * and/or sell copies of the Software, and to permit persons to whom the * * Software is furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * * DEALINGS IN THE SOFTWARE. * ******************************************************************************/ /*: * @target MZ * @plugindesc Adds various helper functions to add and use fonts. * @author G.A.M. Kertopermono * * @help * ============================================================================ * = About = * ============================================================================ * * While it isn't hard to add new fonts, RPG Maker MZ does have the FontManager * to handle fonts, this plugin is made to make it easier add fonts, and to * switch fonts whenever you want. * * ============================================================================ * = Requirements = * ============================================================================ * * This plugin requires the following plugins to work: * * * CXJ_MZ.CoreEssentials: ^1.2 * * CXJ_MZ.TextHelper: ^1.0.1 * * ============================================================================ * = Placement = * ============================================================================ * * Make sure to place this plugin below the plugins that this plugin requires, * but above plugins that rely on this plugin. * * ============================================================================ * = Usage = * ============================================================================ * * ----------------- * Plugin developers * ----------------- * * CXJ_MZ.FontHelper.loadFont(fontFace, filename, fallback = null) * * This allows you to load a font. It basically just calls FontManager.load, * however, it also stores the fallback font for the current font face. If the * font already has been loaded previously, it will ignore the font loading. * * Arguments: * * {string} fontFace - The name of the font. * {string} filename - The font file name. * {string} fallback - The fallback font. * * --- * * CXJ_MZ.FontHelper.fontLoaded(fontFace) * * If you want to check whether a font has been loaded in, you can use this * helper function. * * Arguments: * * {string} fontFace - The name of the font. * * Returns: * * True if the font has already been loaded, false if it hasn't. * * ------------- * Message codes * ------------- * * \font[font-face] * * You can switch the font on-the-fly, while displaying a message. Leave the * font face out to revert back to the default font. The font will automatically * revert back to the default at the end of the message. * * Arguments: * * font-face - The name of the font to use. * * ----------------- * Plugin parameters * ----------------- * * Reset font after event * ---------------------- * * By default, after the event ends execution, the font will reset to the * default font. However, you can opt to disable this functionality. Do note * that this will affect all message windows, including the menu windows. * * Fonts * ----- * * This parameter adds an easy way to add new fonts. This is the primary way * to add new fonts, and the most direct one. You can immediately use these * fonts without any hassle. * * Each entry has the following options: * * Font face - The name of the font. * Font filename - The font file name. * Font fallback - The fallback font. * Font aliases - Allows you to add aliases for the font. * * As a side note, aliasing fonts acts pretty much the same as defining * multiple instances of a font with the same file name. This will just * simplify the process. * * --------------- * Plugin commands * --------------- * * Set font face * ------------- * * With this command, you can change the font. This is either for the entire * duration of the event or until the font is changed again, depending on the * parameter settings. * * Arguments: * * Font face - The name of the font to use. * * ------------- * Special fonts * ------------- * * New fonts have been added that have special properties. They only appear * at certain places. The names of these fonts follow a certain pattern. * * rmmz-windowfont-<window name> - Sets the font of a specific window. * * ============================================================================ * = Changelog = * ============================================================================ * * 1.1.2 (2020-11-23) * ------------------ * * * Added: Easier way to define a font multiple times through font aliases. * * Fixed: Overriding fonts through event commands wouldn't work if you * already have overridden the font through the font family. * * 1.1.1 (2020-11-23) * ------------------ * * * Fixed: font[] code wouldn't properly register. * * Fixed: font[] wouldn't switch back to the window specific font. * * Fixed: font[:any] wouldn't switch to the proper font correctly. * * 1.1 (2020-11-10) * ---------------- * * * Each window can now have their own font * * Added FontHelper.fontLoaded, a helper function to check if a font has * been loaded. * * 1.0 (2020-11-01) * ---------------- * * * Initial release * * ============================================================================ * = Compatibility = * ============================================================================ * * This plugin overwrites default functionality. Make sure you check whether or * not the plugin is compatible with other plugins by checking which functions * they overwrite. Below is the list of methods it overwrites: * * * Game_System.prototype.initialize * * Game_System.prototype.mainFontFace * * Game_Interpreter.prototype.clear * * Game_Interpreter.prototype.terminate * * Scene_Boot.prototype.loadGameFonts * * Window_Base.prototype.resetFontSettings * * ============================================================================ * = License = * ============================================================================ * * Copyright (c) 2020, G.A.M. Kertopermono * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * ============================================================================ * * @param events * @text Events * * @param events.resetAfterEvent * @text Reset font after event * @desc Whether to reset the font after the event finished running. * @parent events * @type boolean * @on Yes * @off No * @default true * * @param fonts * @text Fonts * @desc You can add fonts through this parameter. * @type struct<FontData>[] * * @command setFontFace * @text Set font face * @desc Sets a new font to use. * * @arg fontFace * @type string * @text Font face * @desc The name of the font to use. * Use rmmz-mainfont for main font, rmmz-numberfont for number font. */ /*~struct~FontData: * @param fontFace * @text Font face * @type text * * @param filename * @text Font filename * @type text * * @param fallback * @text Font fallback * @type text * * @param aliases * @text Font aliases * @desc Allows you to alias a font. * @type text[] */ (() => { window.CXJ_MZ = window.CXJ_MZ || {}; const { CXJ_MZ } = window; CXJ_MZ.FontHelper = CXJ_MZ.FontHelper || {}; CXJ_MZ.FontHelper.version = '1.1.2'; if (!CXJ_MZ.CoreEssentials) { throw new Error('CoreEssentials has not been initialized. Make sure you load CoreEssentials before this plugin.'); } if (!CXJ_MZ.CoreEssentials.isVersion('CXJ_MZ.CoreEssentials', '1.2')) { throw new Error('The correct version of CoreEssentials has not been loaded (required version: 1.2).'); } CXJ_MZ.CoreEssentials.checkDependencies({ 'CXJ_MZ.TextHelper': '1.0.1', }, true); const { CoreEssentials, TextHelper, FontHelper, } = CXJ_MZ; const pluginName = 'CXJ_MZ_FontHelper'; /* ------------------------------------------------------------------------ * - Plugin commands - * ------------------------------------------------------------------------ */ /** * Sets the main font face. * * @param {args} - Arguments. * @param {args.fontFace} - The font face. */ PluginManager.registerCommand(pluginName, "setFontFace", (args) => { const { fontFace } = args; let newFontFace = fontFace; // If the font face is rmmz-mainfont (the default main font) or it hasn't been // loaded yet, set to null (the default main font). if (fontFace === 'rmmz-mainfont' || !FontHelper.fontLoaded(fontFace)) { newFontFace = null; } $gameSystem.overrideFont(newFontFace); }); /* ------------------------------------------------------------------------ * - Default parameters - * ------------------------------------------------------------------------ */ const parameters = CoreEssentials.getParameters(pluginName, { 'events.resetAfterEvent': true, fonts: [], }, { 'events.resetAfterEvent': 'boolean', fonts: ['array', 'object', { fontFace: 'text', filename: 'text', fallback: 'text', alias: ['array', 'text'], }], }); /* ------------------------------------------------------------------------ * - PRIVATE VARIABLES - * ------------------------------------------------------------------------ */ const fontFallbacks = {}; /* -------------------------------------------------------------------------- * - Plugin methods - * -------------------------------------------------------------------------- */ /** * Adds a font with fallback. * * @param {string} fontFace - The name of the font. * @param {string} filename - The font file name. * @param {string} fallback - The fallback font. */ FontHelper.loadFont = (fontFace, filename, fallback = null) => { // If the font is either rmmz-mainfont, rmmz-numberfont or a previously defined font, // skip loading the font. if (fontFace === 'rmmz-mainfont' || fontFace === 'rmmz-numberfont' || FontManager._states[fontFace]) { return; } // Loads the font, and stores the fallback for the current font. FontManager.load(fontFace, filename); fontFallbacks[fontFace] = fallback; } FontHelper.fontLoaded = (fontFace) => FontManager._states[fontFace] === 'loaded'; /* -------------------------------------------------------------------------- * - Message codes - * -------------------------------------------------------------------------- */ // If no font has been specified, default to the default font. TextHelper.addMessageCode('font\\[\\]', function() { let fontSet = false; if (!$gameSystem.hasFontOverride()) { const fontName = `rmmz-windowfont-${this.windowName}`; const windowFont = $gameSystem.getFontFace(fontName, true); if (FontHelper.fontLoaded(fontName) && windowFont) { this.contents.fontFace = windowFont; fontSet = true; } } if (!fontSet) { this.contents.fontFace = $gameSystem.mainFontFace(); } }, 'process', false); // Otherwise load the font. TextHelper.addMessageCode('font[:any]', function(_textState, fontFace) { const realFontFace = fontFace === 'rmmz-mainfont' ? null : fontFace; this.contents.fontFace = $gameSystem.getFontFace(realFontFace); }, 'process', true); (() => { /* -------------------------------------------------------------------- * - Game_System.prototype.initialize (Override) - * -------------------------------------------------------------------- */ CoreEssentials.registerFunctionExtension('Game_System.prototype.initialize', function() { this._fontOverride = null; }); /* -------------------------------------------------------------------- * - Game_System.prototype.mainFontFace (Override) - * -------------------------------------------------------------------- */ const mainFontFace = CoreEssentials.setNoConflict('Game_System.prototype.mainFontFace'); Game_System.prototype.mainFontFace = function() { return this.getFontFace(this._fontOverride); } /* -------------------------------------------------------------------- * - Game_System.prototype.getFontFace (New) - * -------------------------------------------------------------------- */ Game_System.prototype.getFontFace = function(fontFace, overrideOnly = false) { let override = ''; if (fontFace) { override = `${fontFace}`; if (fontFallbacks[fontFace]) { override = `${override}, ${fontFallbacks[fontFace]}`; } } if (overrideOnly) { return override; } return `${override ? `${override}, ` : ''}${mainFontFace.call(this)}`; } /* -------------------------------------------------------------------- * - Game_System.prototype.overrideFont (New) - * -------------------------------------------------------------------- */ Game_System.prototype.overrideFont = function(fontFace) { this._fontOverride = fontFace; } /* -------------------------------------------------------------------- * - Game_System.prototype.hasFontOverride (New) - * -------------------------------------------------------------------- */ Game_System.prototype.hasFontOverride = function() { return this._fontOverride !== null; } /* -------------------------------------------------------------------- * - Game_Interpreter.prototype.clear (Override) - * -------------------------------------------------------------------- */ CoreEssentials.registerFunctionExtension('Game_Interpreter.prototype.clear', function() { if (parameters['events.resetAfterEvent']) { this._origFontOverride = $gameSystem._fontOverride; } }); /* -------------------------------------------------------------------- * - Game_Interpreter.prototype.terminate (Override) - * -------------------------------------------------------------------- */ CoreEssentials.registerFunctionExtension('Game_Interpreter.prototype.terminate', function() { if (parameters['events.resetAfterEvent']) { $gameSystem.overrideFont(this._origFontOverride); } }); /* -------------------------------------------------------------------- * - Scene_Boot.prototype.loadGameFonts (Override) - * -------------------------------------------------------------------- */ CoreEssentials.registerFunctionExtension('Scene_Boot.prototype.loadGameFonts', function() { if (parameters.fonts && parameters.fonts.length) { parameters.fonts.forEach((fontData) => { const { fontFace, filename, fallback, aliases = [], } = fontData; FontHelper.loadFont(fontFace, filename, fallback); if (aliases.length) { aliases.forEach((alias) => { FontHelper.loadFont(alias, filename, fallback); }); } }); } }); /* -------------------------------------------------------------------- * - Window_Base.prototype.resetFontSettings (Override) - * -------------------------------------------------------------------- */ CoreEssentials.registerFunctionExtension('Window_Base.prototype.resetFontSettings', function() { if (!$gameSystem.hasFontOverride()) { const fontName = `rmmz-windowfont-${this.windowName}`; const windowFont = $gameSystem.getFontFace(fontName, true); if (FontHelper.fontLoaded(fontName) && windowFont) { this.contents.fontFace = windowFont; } } }); })(); })();
Creator: GaryCXJk
Release date: 2020-11-01
Last updated: 2020-11-23
Downloads: 170
Requirements: