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Change Font Color and Face in Cheat Script

I'm using this Cheat Script by BudsieBuds:
Code:
#==============================================================================

# ** Cheats Input Script - v1.3 - by BudsieBuds

#------------------------------------------------------------------------------

#  NOTE: Start editing at line 68 and stop editing at '# STOP EDITING \\'.

#==============================================================================

 

 

#==============================================================================

# ** Scene_Cheats

#------------------------------------------------------------------------------

#  by BudsieBuds

#==============================================================================

 

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

 

# START EDITING //

=begin

===============================================================================

 

   Check the "How to make a cheat?" document for a tutorial

   and a lot of example code.

 

   Notes:

    * The first cheat has to start with 'if'.

    * The cheats coming after the first one start with 'elsif'.

 

===============================================================================

=end

 

  #--------------------------------------------------------------------------

  # * 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

 

  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)

 

  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

 

  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)

 

# STOP EDITING \\

 

          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

 

 

#==============================================================================

# ** Window_Base

#------------------------------------------------------------------------------

#  by BudsieBuds

#==============================================================================

 

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

 

 

#==============================================================================

# ** Window_CheatsEdit

#------------------------------------------------------------------------------

#  by BudsieBuds

#==============================================================================

 

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

 

  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

 

 

#==============================================================================

# ** Window_CheatsInput

#------------------------------------------------------------------------------

#  by BudsieBuds

#==============================================================================

 

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
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.
 
go to the 'def initialize' under 'class Window_CheatEdit' and
right under where it says 'self.contents = Bitmap.new' put
in:

'self.contents.font.color = Color.new(0,0,0)'

and under that put:

'self.contents.font.name = <insert font name here>'


See if that works.
 

Thank you for viewing

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