bluelink91
Member
I'm using this Cheat Script by BudsieBuds:
I'm wanting to make the font black and a different font face, such as Arial, Comic Sans, etc.
From the coding that I've seen, I believe it should only be a few lines of code to do this.
Code:
#==============================================================================
# ** Cheats Input Script - v1.3 - by BudsieBuds
#------------------------------------------------------------------------------
# Â NOTE: Start editing at line 68 and stop editing at '# STOP EDITING \\'.
#==============================================================================
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#==============================================================================
# ** Scene_Cheats
#------------------------------------------------------------------------------
# Â by BudsieBuds
#==============================================================================
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class Scene_Cheats
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
  # Make windows
  @edit_window = Window_CheatsEdit.new
  @edit_window.x = +0
  @edit_window.y = -44
  @input_window = Window_CheatsInput.new
  @input_window.x = +100
  @input_window.y = +60
  @cheatback = Plane.new
  @cheatback.bitmap = RPG::Cache.picture("Cheat_Back")
  @cheatback.z = 100
  @cheat_lay = Sprite.new
  @cheat_lay.bitmap = RPG::Cache.picture("Cheat_lay")
  @cheat_lay.z = 100
  # Execute transition
  Graphics.transition
  # Main loop
  loop do
   # Update game screen
   Graphics.update
   # Update input information
   Input.update
   # Frame update
   update
   # Abort loop if screen is changed
   if $scene != self
    break
   end
  end
  for i in 0..30
  @cheatback.ox += 0
  Graphics.update
  end
  # Prepare for transition
  Graphics.freeze
  # Dispose of windows
  @edit_window.dispose
  @input_window.dispose
  @cheatback.dispose
  @cheat_lay.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  # Update windows
  @edit_window.update
  @input_window.update
  # If B button was pressed
  if Input.repeat?(Input::B)
   # If cursor position is at 0
   if @edit_window.index == 0
    return
   end
   # Play cancel SE
   $game_system.se_play($data_system.cancel_se)
   # Delete text
   @edit_window.back
   return
  end
  # If C button was pressed
  if Input.trigger?(Input::C)
   # If cursor position is at [OK]
   if @input_window.character == nil
    @cheat_word = @edit_window.cheat.downcase
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# START EDITING //
=begin
===============================================================================
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  Check the "How to make a cheat?" document for a tutorial
  and a lot of example code.
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  Notes:
  * The first cheat has to start with 'if'.
  * The cheats coming after the first one start with 'elsif'.
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===============================================================================
=end
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 #--------------------------------------------------------------------------
 # * Cheats
 #--------------------------------------------------------------------------
 if @cheat_word == "iamrich"
  $game_party.gain_gold(500)
  $game_temp.message_text = "You received 500 gold!"
  $game_system.se_play($data_system.decision_se)
  $game_switches[105] = true
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 elsif @cheat_word == "iamarealfighter"
  $game_party.gain_weapon(36, 1)
  $game_temp.message_text = "You received the Kringorn Blade!"
  $game_system.se_play($data_system.decision_se)
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 elsif @cheat_word == "iloveitems"
  for i in 1...$data_items.size
   $game_party.gain_item(i, 10)
   $game_temp.message_text = "You received every item 10 times!"
   $game_system.se_play($data_system.decision_se)
  end
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 elsif @cheat_word == "somehelpplease"
  $game_party.add_actor(2)
  $game_temp.message_text = $game_actors[2].name + " joined you!"
  $game_system.se_play($data_system.decision_se)
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# STOP EDITING \\
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     else
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
     end
    # Switch to map screen
    $scene = Scene_Map.new
    return
   end
   # If text character is empty
   if @input_window.character == ""
    # Play buzzer SE
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Add text character
   @edit_window.add(@input_window.character)
   return
  end
 end
end
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#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Â by BudsieBuds
#==============================================================================
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class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw Graphic
 #   icon  : icon
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_icon_graphic(icon, x, y)
  bitmap = RPG::Cache.icon(icon)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
end
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#==============================================================================
# ** Window_CheatsEdit
#------------------------------------------------------------------------------
# Â by BudsieBuds
#==============================================================================
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class Window_CheatsEdit < Window_Base
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader  :cheat           # cheat
 attr_reader  :index           # cursor position
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
  super(0, 0, 640, 128)
  self.contents = Bitmap.new(width - 32, height - 32)
  @max_char = 17
  @index = 0
  @cheat = ""
  refresh
  update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Add Character
 #   character : text character to be added
 #--------------------------------------------------------------------------
 def add(character)
  if @index < @max_char and character != ""
   @cheat += character
   @index += 1
   refresh
   update_cursor_rect
  end
 end
 #--------------------------------------------------------------------------
 # * Delete Character
 #--------------------------------------------------------------------------
 def back
  if @index > 0
   # Delete 1 text character
   name_array = @cheat.split(//)
   @cheat = ""
   for i in 0...name_array.size-1
    @cheat += name_array[i]
   end
   @index -= 1
   refresh
   update_cursor_rect
  end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  # Draw cheat
  name_array = @cheat.split(//)
  for i in 0...@max_char
   c = name_array[i]
   if c == nil
    c = "_"
   end
   x = (i + 1) * 32
   self.contents.draw_text(x, 32, 28, 32, c, 1)
  end
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 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
  x = (@index + 1) * 32
  self.cursor_rect.set(x, 32, 28, 32)
 end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
 def update
  super
  update_cursor_rect
 end
end
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#==============================================================================
# ** Window_CheatsInput
#------------------------------------------------------------------------------
# Â by BudsieBuds
#==============================================================================
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class Window_CheatsInput < Window_Base
 CHARACTER_TABLE =
 [
  "A","B","C","D","E",
  "K","L","M","N","O",
  "U","V","W","X","Y",
  " "," "," "," "," ",
  "a","b","c","d","e",
  "k","l","m","n","o",
  "u","v","w","x","y",
  " "," "," "," "," ",
  "1","2","3","4","5",
  "F","G","H","I","J",
  "P","Q","R","S","T",
  "Z"," "," "," "," ",
  " "," "," "," "," ",
  "f","g","h","i","j",
  "p","q","r","s","t",
  "z"," "," "," "," ",
  " "," "," "," "," ",
  "6","7","8","9","0",
 ]
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
  super(0, 128, 640, 352)
  self.contents = Bitmap.new(width - 32, height - 32)
  @index = 0
  refresh
  update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Text Character Acquisition
 #--------------------------------------------------------------------------
 def character
  return CHARACTER_TABLE[@index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  for i in 0...90
   x = 40 + i / 5 / 9 * 160 + i % 5 * 32
   y = i / 5 % 9 * 32
   self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)
  end
  self.contents.draw_text(328, 9 * 32, 48, 32, "OK", 1)
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
  # If cursor is positioned on [OK]
  if @index >= 90
   self.cursor_rect.set(328, 9 * 32, 48, 32)
  # If cursor is positioned on anything other than [OK]
  else
   x = 40 + @index / 5 / 9 * 160 + @index % 5 * 32
   y = @index / 5 % 9 * 32
   self.cursor_rect.set(x, y, 32, 32)
  end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  # If cursor is positioned on [OK]
  if @index >= 90
   # Cursor down
   if Input.trigger?(Input::DOWN)
    $game_system.se_play($data_system.cursor_se)
    @index -= 90
   end
   # Cursor up
   if Input.repeat?(Input::UP)
    $game_system.se_play($data_system.cursor_se)
    @index -= 90 - 40
   end
  # If cursor is positioned on anything other than [OK]
  else
   # If right directional button is pushed
   if Input.repeat?(Input::RIGHT)
    # If directional button pressed down is not a repeat, or
    # cursor is not positioned on the right edge
    if Input.trigger?(Input::RIGHT) or
      @index / 45 < 3 or @index % 5 < 4
     # Move cursor to right
     $game_system.se_play($data_system.cursor_se)
     if @index % 5 < 4
      @index += 1
     else
      @index += 45 - 4
     end
     if @index >= 90
      @index -= 90
     end
    end
   end
   # If left directional button is pushed
   if Input.repeat?(Input::LEFT)
    # If directional button pressed down is not a repeat, or
    # cursor is not positioned on the left edge
    if Input.trigger?(Input::LEFT) or
      @index / 45 > 0 or @index % 5 > 0
     # Move cursor to left
     $game_system.se_play($data_system.cursor_se)
     if @index % 5 > 0
      @index -= 1
     else
      @index -= 45 - 4
     end
     if @index < 0
      @index += 90
     end
    end
   end
   # If down directional button is pushed
   if Input.repeat?(Input::DOWN)
    # Move cursor down
    $game_system.se_play($data_system.cursor_se)
    if @index % 45 < 40
     @index += 5
    else
     @index += 90 - 40
    end
   end
   # If up directional button is pushed
   if Input.repeat?(Input::UP)
    # If directional button pressed down is not a repeat, or
    # cursor is not positioned on the upper edge
    if Input.trigger?(Input::UP) or @index % 45 >= 5
     # Move cursor up
     $game_system.se_play($data_system.cursor_se)
     if @index % 45 >= 5
      @index -= 5
     else
      @index += 90
     end
    end
   end
   # If L or R button was pressed
   if Input.repeat?(Input::L) or Input.repeat?(Input::R)
    # Move capital / small
    $game_system.se_play($data_system.cursor_se)
    if @index < 45
     @index += 45
    else
     @index -= 45
    end
   end
  end
  update_cursor_rect
 end
end
From the coding that I've seen, I believe it should only be a few lines of code to do this.