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[RMMZ] HOW DO I CHANGE THE MAIN MENU'S FONT SIZE?

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I've tried googling, lurking the forums, etc., but I can't find an answer, so...

I'm using RPGMaker MZ, and employ a number of plugins from VizuStella. I don't know if this is a matter of a plugin adjustment or an in-project adjustment that needs to be made.

I use the Combat Log plugin, amongst others. But, when I changed the font of my game, the font size was too large, and so the name "Combat Log" doesn't appear on the button in the main menu to call the scene unless you hover over it with your mouse.

I've tried finding the code for it in a multitude of places:
-The Combat Log plugin JS code
-The Main Menu Core plugin JS code
-The Battle Core plugin JS code
-The standard Windows JS code
-The standard Scenes JS code
-main.js

I looked in all of those and couldn't find the code I needed to edit to make the text in the main menu smaller. Can someone tell me where the code is? And, if possible, what it is? I may be missing something as someone who can't code their way out of a paper bag...
Marrend
Guardian of the Description Thread
21806
It's the "contents" variable within a Window object (which is, itself, an instance of a Bitmap object) that controls the font. So, you could, in theory, try something like...

//aliased method
win_batlog_init = Window_BattleLog.prototype.initialize;
Window_BattleLog.prototype.initialize = function(rect) {
  win_batlog_init.apply(this, rect);
  self.contents.font.size = $gameSystem.mainFontSize();
};


...this? I might have meager understanding of things, but, this is what it should be doing anyway. Unless the size of the font is dictated in a plug-in parameter?
author=Marrend
It's the "contents" variable within a Window object (which is, itself, an instance of a Bitmap object) that controls the font. So, you could, in theory, try something like...

//aliased method
win_batlog_init = Window_BattleLog.prototype.initialize;
Window_BattleLog.prototype.initialize = function(rect) {
  win_batlog_init.apply(this, rect);
  self.contents.font.size = $gameSystem.mainFontSize();
};

...this? I might have meager understanding of things, but, this is what it should be doing anyway. Unless the size of the font is dictated in a plug-in parameter?

Just to be sure, by Window object, you mean to put that code somewhere in rmmz_windows.js, right?

EDIT:
A friend helped me solve the problem. I went through system 2 again and this time, after starting a new game in playtesting, it fit properly.
Pages: 1