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Hi!

The global text has nothing to do with the font manager outline. This is probably some issue of compatibility with another plugin.

Take a look at the help file, there is a instruction for it to work with yanfly plugins. Follow it and see if it will work.

If still it did not work, we must find what is causing this. First step is download my sample project amd test the plugin there without the Global Text. If it works, them it is really a plugin from your project that is conflicting. Try find out what is, maybe if it is easy, I can provide a patch.

I only mentioned the Global Text plugin because it seemed relevant that Yanfly wasn't overwriting *all* of the Eli plugins, which to me indicated there could be a solution that allowed Font Manager to not be overwritten either.  I can't find anything in the Font Manager help file at all that even mentions Yanfly... am I looking in the wrong place? A quick search of the Google docs page turns up 0 results...


I just tested the SetWindowFont plugin command in a blank project and it only seems to apply the change after the window is closed; for example, if the default GameFont is set to black and the plugin command tells the event to call one that's set to purple, the dialogue will at first display completely unchanged (black, GameFont) but if you engage with that dialogue a second time, it will then show properly as purple. The same was happening in my main project where menu tabs would only adopt the SetSceneFont change once a different tab in that menu had been clicked on, prompting the first tab to then show the change properly. There are no other plugins in the blank test file besides Eli Book and FontManager (and the RMMV default ones) so this can't be a conflict issue.

My mistake about the help file! I think what I said only applies to the Bitmap Font plugin, not this one.

I *think* that this window and scene font command is how it is supposed to work. This means the Window/Scene must be closed/open for it to work, so they will be refreshed and apply the changes.

But, the Yanfly overwritting or not, depends on the plugin order. If my plugin is below yanfly ones, then they will not be overwritten.

I don't know if I will take a look into this. But if I do, I will tell you here.

You've made a lot of helpful plugins, it's easy to mix up what the help files say, no worries! And yeah, I have yours below Yanfly's, but RMMV still seems to prioritize Yanfly's Core/Message Core plugin settings when it comes to outline width & color. That's why I've had to use the escape codes from Global Text to remedy this, but a few other plugins I've used don't process it as a code and show it as text rather than applying the change to the text...

I also had a question about the way changing font color works for Windows and Scenes: is it possible to change *just* the font colors for parameters on the Status page (Atk/Def/Spd etc) or does it require changing the entire Status page to the same font setting? Currently, the options offered from Font Manager seem to suggest certain individual Windows can be changed, but instead it requires changing the entire scene just to get those Windows within it to honor the change.  I'm too unfamiliar with the program to know if this is just a limitation of RMMV, or if I'm doing something wrong. I've tried changing the font order, but Windows within Scenes don't seem to change no matter what. If you don't know either, don't worry about it, just figured I'd ask in case there was a definite answer from someone more familiar with how it works.

As I see on the code, the Window font takes priority over the scene font. So if you attach a font to Scene_Status and another font to Window_Status(or whatever name the status window has), the Window_Status will take his font and not the scene one. I guess. It's been a while since I looked at this code for MV.

But, to give you a little try, take a look at the yanfly message core and try to remove or comment on these lines:

It may solve the outline width and color issue.

I saw that solution in the comments on Font Manager before I left my own, it worked in some areas but unfortunately did not solve the issue entirely.  But it's very odd to hear Window font should be taking priority - in my experience, most of the time I can't get Window font to change at all unless Scene font is applied, which then changes every font in that scene even if the Window fonts are each unique. Thank you anyway for your responses, I'll keep trying to work something out and test with other plugins I have to see if any of them are causing interference with yours. If I find a solution (or discover what plugins cause the issue) I'll report back here in case anyone else is having the same problem.

Yeah, the windows should take priority over the scene... unless I did something wrong on the code for the MV version. But like I said, not willing to support this anymore =/

Ok then, good luck!