04-12-2011, 04:14 PM
(04-12-2011, 05:43 AM)DerVVulfman Wrote: Well, the original author doesn't seem to be supporting it and Atoa's strived to fix as many holes as he did in this VX to XP translation But with as many problems it has, he couldn't go on supporting it. That's why it was closed. Atoa's got his ACBS system anyway.You rock, DW. I would use Atoa's newer ACBS, but I use charsets for battlers and his new system doesn't apparently like those. If I am wrong about that, on the other hand, I would switch today.
But far be it from me just saying... there's nothing to be done!
I do hate rewriting base scripts, but this MAY help.
Paste this right below Scene_Debug and above your custom scripts:
Window_Command Rewrite
By default, it should act as normal. The regular commands asking to create a command window should be unaffected. But if you also include a font name when making a window, it should use that font.
So, go into (I'm guessing it's similar to the old copy I have?) Core Scripts: * Sideview 2, and go near the 50th or 60th line where you see:
Change it toCode:@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
Code:@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4], "Arial")
As you see, the mod I made can allow you to add a font to the very end. If you don't add a font, then it uses the default font.
Works for me... and assumes that nothing else rewrites the initialize method in Window_Command.