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StarterKit: Changing the font

Well if OverTheBelow is not going to do the Pokegear volume i suppose I a shall.

This is very simple Firstly make a new scene called Scene_Pokegear and copy-paste this script in:

#==============================================================================
# - Scene_Menu
#------------------------------------------------------------------------------
# rewritten so it'll work with pkmn
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main
# コマンドウィンドウを作成
s1 = "Phone"
s2 = "Map"
s3 = "Radio"
s4 = "Exit"

commands = [s1,s2,s3,s4]

@command_window = Window_Command.new(100, commands)
@command_window.index = @menu_index
@command_window.x = ($width - @command_window.width) - 8
@command_window.y = 8

@playtime_window = Window_PlayTime.new
@playtime_window.x = 54
@playtime_window.y = 74

@spriteset = Spriteset_Map.new
@info = Window_Help2.new
@info.height = $height / 4 + 16
@info.width = $width / 2 + 74
@info.x = 8
@info.y = $height - @info.height - 8
@info.z = 9999
@info2 = Window_Help2.new
@info2.height = $height / 4 + 16
@info2.width = $width / 2 + 74
@info2.x = 8
@info2.y = $height - @info.height - 8 + 32
@info2.z = 99999
@info2.opacity = 0
@info2.windowskin = @info.windowskin = RPG::Cache.windowskin("infosys")

Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@spriteset.dispose
@info.dispose
@info2.dispose
@playtime_window.dispose
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
@command_window.update
@info.update
@info2.update
@playtime_window.update
@spriteset.update

#update command window and the info if it's active
if @command_window.active
update_command
update_info
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
case @command_window.commands[@command_window.index]
when "Phone"
print "not avalliable in beta 0.2"
$game_system.se_play($data_system.decision_se)
$scene = Scene_Phone.new
when "Map"
print "not avalliable in beta 0.2"
$game_system.se_play($data_system.decision_se)
when "Radio"
print "not avalliable in beta 0.2"
$game_system.se_play($data_system.decision_se)
when "Exit"
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_info
case @command_window.commands[@command_window.index]
when "Phone"
@info.set_text("A Cell Phone to contact")
@info2.set_text("Known Numbers. Not available")
when "Map"
@info.set_text("Look at a Map of the Region")
@info2.set_text("Not available")
when "Radio"
@info.set_text("Listen to Music.")
@info2.set_text("Not available")
when "Exit"
@info.set_text("Close this Menu window")
@info2.set_text("and return to the game.")
end
end
end

Then go to the Menu scene and go to where it says:

when "Pokegear"
print "not availlable in beta 0.2"
$game_system.se_play($data_system.decision_se)

And chang it to this:

when "Pokegear"
$game_system.se_play($data_system.decision_se)
$scene = Scene_Pokegear.new

And to show it in your menu just put this in a call script:

$pkmn.include_pokegear = true


And that's it. Pretty simle huh?
 
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