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API Documentation: SMODS.Font

This class allows you to use custom Fonts. Your mod must be located in its own subdirectory of the Mods folder. To make sure your font works, you have to put it in a fonts subdirectory inside assets The file structure should look something like this:

Mods
└──FontMod
	├── main.lua
	└── assets
		└── fonts
              └── HelveticaNeue.ttf
  • Required parameters:

    • key: The key used to indentify your font (e.g. 'HelveticaNeue' (modprefix_HelveticaNeue))
    • path: The font's name, including the extension (e.g. 'HelveticaNeue.ttf').
  • Optional parameters (defaults):

    • render_scale: Sets the font size. This is generally better as a higher value so it can be scaled down. The default value is 200.
    • FONTSCALE : Multiplier to scale down the font to the intended display size. Multiplies render_scale so that it renders at a proper size. The default value is 0.1.
    • DESCSCALE : Determines how big the description text should be in relation to normal text. Keep in mind that mobile UI makes this 1.5x bigger. The default font's value is 1.
    • squish : Determines horizontal width of each character. The default value is 1.
    • TEXT_HEIGHT_SCALE : Determines line spacing. The default value is 0.83.
    • TEXT_OFFSET(table) : Determines the offset that the font is rendered. You might need to adjust this if the font renders in unexpected places. The default value is {x=0, y=0}.
  • Example Code

SMODS.Font{
    key = "HelveticaNeue",
    path = "HelveticaNeue.ttf",
    render_scale = 200,
    TEXT_HEIGHT_SCALE = 0.83,
    TEXT_OFFSET = {x=0,y=0},
    FONTSCALE = 0.1,
    squish = 1,
    DESCSCALE = 1
}

Applying fonts to text

For your font to show up in game, you can assign it to formatted text using the style modifier code f: Example:

j_modprefix_example = {
  name = "{f:modprefix_HelveticaNeue}Example",
  text = {
    {
    "{C:chips,f:modprefix_HelveticaNeue}+#1#{} Chips",
    },
  },
},