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Script Call Font Change Issue

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Script Call Font Change Issue
  • Original author: firefly-and-fae
  • Original date: May 25, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/script-call-font-change-issue.62360/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VXAce Support

Summary

Hi everybody!! Usually these forums are how I learn things I'm not sure about in rpgmaker vx ace - I've had the program for a while and come here often looking at questions others have asked and translating it into my own work, but this time I can't quite seem to find a fix. I've found other topics explaining the process I'm trying to execute - temporarily changing the text font in-game using script calls in events - but I can't seem to get it to work for the life...

Archived First Post

Hi everybody!!


Usually these forums are how I learn things I'm not sure about in rpgmaker vx ace - I've had the program for a while and come here often looking at questions others have asked and translating it into my own work, but this time I can't quite seem to find a fix. I've found other topics explaining the process I'm trying to execute - temporarily changing the text font in-game using script calls in events - but I can't seem to get it to work for the life of me. 


I'm trying to get a .ttf file of the IRKEN alphabet to display in RPGmaker. I've followed all the classic instructions in every way imaginable - I've downloaded the .ttf to the game file, I've used Font.default_name = ["Irken"] in every reasonable variation I could think of, and I've even re-downloaded the .ttf thinking maybe there was a problem with the file. Nothing seems to be working. 


What I'm trying to achieve is a sequence where the player approaches a machine towards the end of the game, and it begins spouting a bunch of alien dialogue that the player can't read in the allotted time limit. I want to do this without affecting the text for the rest of the game, since it is very text heavy and I don't want my players to have to decipher the text to understand it. 


Attached are screenshots of both the code for the event and the gamefont.ccs data + its location in the gamefile. If file attachment isn't a good way to display photos, I'd be more than happy to try it a different way. 


Hopefully someone out there knows what I'm doing wrong because I sure don't.


Thanks 8) 

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