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Global font size.

15
Posts
14
Years
    • Seen Aug 7, 2013
    Is there a way to set a global font size?
    For example, I want all fonts to be size 25. So far I've resorted to doing it individually in each event, with the <fs=25> thing, but I was just wondering if there was a way to make it so it's size 25 by default.

    Also, is there a way to distribute where the message box appears?
    I'm using a HUD, and at the moment, any dialogue or messages overlay the HUD, however I want it so the message box appears above the HUD instead of over it. I know theres the thing that makes the message box appear in the middle, but I only want it above the HUD.

    Thanks.
     

    Nickalooose

    --------------------
    1,309
    Posts
    16
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    • Seen Dec 28, 2023
    Search def pbRepositionMessageWindow
    and
    bitmap.font.size
    That's about the only help I can give... I think they look right, since you need to change the y positioning a little for message boxes and you'll see the font styles used for each font size too... Why not try it lol.
     
    15
    Posts
    14
    Years
    • Seen Aug 7, 2013
    Both of those seem to affect the "Please refer to the Pokemon Essentials Wiki" splashscreen, but not the Professor Oak and later messages that seem to follow :/
     
    15
    Posts
    14
    Years
    • Seen Aug 7, 2013
    An idea I had, if anyone knows, might be to use the /wm so that the window is in the middle, and then change the x and y position that determines where /wm is positioned? I'm not too sure. But then would there be a way to make /wm the default as opposed to /wd?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
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    • Seen yesterday
    I'm answering this here rather than responding to your PM to me with the same question, because I think it's unfair to give a private answer to a public question.

    Firstly, your PM provided a helpful screenshot of your "above the HUD instead of over it" problem, which really should be put in here too. Here it is:

    2cgcuhs.jpg


    My answer: I really don't know. You don't just want to reposition the messages that are displayed by an event's "Show Text" command, you want to reposition every message that would show while you're looking at the field. There probably isn't a way to differentiate between these messages and some other messages that don't need moving, which would at least make it an utter pain to cope with.

    I imagine, if you must have a HUD, rather than one of the myriad of better options, that your best bet may be to look into dual screens, with the HUD on the second screen. I don't know anything about dual screens, though. Alternatively, you can jiggle things around a bit and call it a feature (i.e. message boxes intentionally cover the HUD).
     
    15
    Posts
    14
    Years
    • Seen Aug 7, 2013
    I'm answering this here rather than responding to your PM to me with the same question, because I think it's unfair to give a private answer to a public question.

    Firstly, your PM provided a helpful screenshot of your "above the HUD instead of over it" problem, which really should be put in here too. Here it is:

    2cgcuhs.jpg


    My answer: I really don't know. You don't just want to reposition the messages that are displayed by an event's "Show Text" command, you want to reposition every message that would show while you're looking at the field. There probably isn't a way to differentiate between these messages and some other messages that don't need moving, which would at least make it an utter pain to cope with.

    I imagine, if you must have a HUD, rather than one of the myriad of better options, that your best bet may be to look into dual screens, with the HUD on the second screen. I don't know anything about dual screens, though. Alternatively, you can jiggle things around a bit and call it a feature (i.e. message boxes intentionally cover the HUD).

    Okay, thank you anyway Maruno. Do you know how I could go about resizing the sprites? This is the code that presents them:-

    # Draw the pokémon icons
    for i in 0...$Trainer.party.size
    pokeicon=IconSprite.new(120+64*i,yposition-8,@viewport1)
    pokeicon.setBitmap(pbPokemonIconFile($Trainer.party))
    pokeicon.src_rect=Rect.new(0,0,64,64)
    pokeicon.opacity=(160)
    @hud.push(pokeicon)
    end
    # Adjust z of every @hud sprite
    for sprite in @hud
    sprite.z+=600
    end
    end



    Sorry I keep double posting, but could changing this work?

    elsif control=="wd"
    atTop=false
    msgwindow.y=(Graphics.height)-(msgwindow.height)
    msgback.y=msgwindow.y if msgback
    pbPositionNearMsgWindow(facewindow,msgwindow,:left)
    msgwindow.y=Graphics.height-(msgwindow.height*(20-signWaitCount)/20)
     
    Last edited:

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen today
    In PokemonMessages, before line 'break if !letterbyletter' add:

    Code:
    msgwindow.y=(Graphics.height)-(msgwindow.height)-64
    msgback.y=msgwindow.y if msgback
    pbPositionNearMsgWindow(facewindow,msgwindow,:left)
    msgwindow.y=Graphics.height-(msgwindow.height*(20-signWaitCount)/20)-64

    Probably this results in collateral effects.

    To resizing the sprites: http://www.pokecommunity.com/showpost.php?p=7742690&postcount=10
     
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