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(3 edits) (+1)

Don't need to be silly! ^^

I'm taking a look at the Aerosys plugin, I guess if you just put my plugin somewhere below it, the font size will work. It does not?

In case it does not work. I may have a patch. Will be nice if Font Manager also be below MK one. Copy and paste this inside a .txt file. Put any name on it, change the file extension to .js and insert it as a plugin somewhere below BOTH plugins. 

/*:

@target MZ

@base EliMZ_Book

@plugindesc Compatibility path with UI MK Customizer and Eli Font Manager

@author Hakuen Studio

@help

Must have MK_UICustomizer and EliMZ_FontManager

Put EliMZ_FontManager below MK one.

This plugin need to be somewhere below these two plugins.

*/

if(Imported.Eli_FontManager){

    const GAUGE_LABEL_FONT = "isForGaugeLabel"

    const GAUGE_VALUE_FONT = "isForGaugeValue"

    const Sprite_Gauge_labelFontSize = Sprite_Gauge.prototype.labelFontSize

    Sprite_Gauge.prototype.labelFontSize = function() {

        return this.getCustomFontSize(GAUGE_LABEL_FONT) || Sprite_Gauge_labelFontSize

    }

    const SpriteGauge_valueFontSize = Sprite_Gauge.prototype.valueFontSize;

    Sprite_Gauge.prototype.valueFontSize = function() {

        return this.getCustomFontSize(GAUGE_VALUE_FONT) || SpriteGauge_valueFontSize.call(this)

    }

    Window_Base.prototype.refreshCustomFontByEliFontManager = function() {

        if(!this.customFont){

            this.setCustomFont()

        }

    }

    const WindowBase_resetFontSettings = Window_Base.prototype.resetFontSettings;

    Window_Base.prototype.resetFontSettings = function() {

        WindowBase_resetFontSettings.call(this)

        this.resetSavedFontChanges()

        this.setCustomFont()

    }

    // Override

    const WindowBase_standardFontSize = Window_Base.prototype.standardFontSize;

    Window_Base.prototype.standardFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || WindowBase_standardFontSize.call(this)

        }else{

            return WindowBase_standardFontSize.call(this)

        }
    }

    const Window_Base_getDefaultFontSize = Window_Base.prototype.getDefaultFontSize

    Window_Base.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_Base_getDefaultFontSize.call(this)

        }else{

            return Window_Base_getDefaultFontSize.call(this)

        }

    }

    const Window_Base_setFontSize = Window_Base.prototype.setFontSize

    Window_Base.prototype.setFontSize = function(fontSize) {

        this.refreshCustomFontByEliFontManager()

        if(!this.customFont){

            Window_Base_setFontSize.call(this, fontSize)

        }

    }

    const Window_MenuCommand_getDefaultFontSize = Window_MenuCommand.prototype.getDefaultFontSize

    Window_MenuCommand.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_MenuCommand_getDefaultFontSize.call(this)

        }else{

            return Window_MenuCommand_getDefaultFontSize.call(this)

        }

    }

    const Window_GameInfo_getDefaultFontSize = Window_GameInfo.prototype.getDefaultFontSize

    Window_GameInfo.prototype.getDefaultFontSize = function() {

        this.refreshCustomFontByEliFontManager()

        if(this.customFont){

            return this.contents.fontSize || Window_GameInfo_getDefaultFontSize.call(this)

        }else{

            return Window_GameInfo_getDefaultFontSize.call(this)

        }

    }

}

awesome, works.  thanks, your a life saver

Nice!! Next update I will implement this patch on my plugin. Have fun!