Character Maker

tale

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MPP_CharacterMake - 2019/06/14 (ver. 1.6)

Creator name: Mokusei Penguin

Overview
Create characters with generator parts in game.

Screenshots



Note: Generator folder with parts are required.

Generator folder could be found in-
C:\Program Files (x86)\KADOKAWA\RPGMV
C:\Program Files (x86)\Steam\steamapps\common\RPG Maker MV

If you downloaded Sample project zip, copy Generator folder and paste inside your project folder.

Feel free to add or delete images in each folder if necessary.
If you have no use for Kid, you can delete Kid folders.

CharGene.json is created in Generator folder when performing test play.
It won't work without that file, be sure to try test play at least once.

Character graphic reuse

1. During test play on the character maker screen
2. Press F9 to save current character image then press F8 for developer tools (Console tab)


3. Copy the command in the Console and paste it into the actor Note box to set the graphic.
4. The graphic will be shown in the new game.


List of parts on edit screen:
Face, Front Hair, Rear Hair, Beard, Ears, Eyes, Eyebrows, Nose, Mouth, Facial Mark, Beast Ears, Tail, Wing, Clothing, Cloak, Accessory A, Accessory B, Glasses

You can also arrange preview in the plugin parameters of Preview List. (TV: walking、SV: battle、FG: face)

Plugin Commands-
Code:
SetCharGeneBaseKind n kind
n : Actor ID
kind : Basic kind (Male / Female / Kid / Cancelled if not set)
Change the basic type of actor n. Character generation is canceled if no kind is specified.

Code:
SetCharGeneDamage bool n1 n2...
bool : enable / disable fall graphics (true / false)
n1 n2... : Actor ID to which the fall graphic setting is applied

Code:
StartCharEdit n
Start editing character of Actor ID (replace n with Actor ID #)

Actor Note box:

Code:
<geneDef BaseKind:kind>
Ex. <geneDef BaseKind:Male> or <geneDef BaseKind:Female> or <geneDef BaseKind:Kid>
If you set one of them inside Actor Note, you don't have to use [SetCharGeneBaseKind n kind] plugin command unless you want to change base kind.

For more information- please check plugin details

Credit and Thanks: Mokusei Penguin

Terms of Use- Free for commercial and non-commercial use.

License - MIT License: http://opensource.org/licenses/mit-license.php

Demo link: https://www.dropbox.com/s/l6ohao9vcs0vxyn/Sample.zip?dl=1

JS Plugin includes- MPP_CharacterMake, MPP_ChoiceEX, Yami_SkipTitle

Events:
mirror (left) | mirror (middle) | tombstone
1. Left mirror demostrates how to set up with [StartCharEdit n] plugin command without MPP_ChoiceEX
2. Mid mirror shows how to use [ChoiceVariableId n] plugin command without multiple [StartCharEdit n]
3. Plugin command to show fall graphic sprite
Edit: 4. Added 5-17 Armors as Note examples for changing appearance when equipped. Some might look inconsistent.
Also a crate/ box event from left where you spawned.

If you want to allow color changes, go to parameters and set edit color to true. (false by default)

While there's character generator ex, this could be an alternative.

Source
http://woodpenguin.web.fc2.com/MV_Plugin/CharacterMake.html
 
Last edited:

Synrec

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Is there a way you can restrict the generator to clothes only?

Eg: a wardrobe feature.
 

tale

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@Kaisyl Parameters under Basic in Parts List, delete everything except Clothing. CharacterMake allows editing to clothes only that way.

In case someone asked- is there a way to restrict access to edit certain generator part without changing parameter? It's not currently possible as setting generator parts in separate interface individually.
 

fizzly

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Amazing work!
 

Krystek_My

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Is this posdible to attach parts to armours?
 

zeigfried_mcbacon

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Glad to see this go public and live.
 

tale

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@Krystek_My Depends on which parts you're talking about that does attach to armor/ clothing: Tail, Wings, Cloak
 

Krystek_My

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@tale I mean attach a part in armour in database by notetag, so when player equip it, hanges hero's apperance
 

Synrec

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@Kaisyl Parameters under Basic in Parts List, delete everything except Clothing. CharacterMake allows editing to clothes only that way.

In case someone asked- is there a way to restrict access to edit certain generator part without changing parameter? It's not currently possible as setting generator parts in separate interface individually.
Thanks, I'll try something manually then z.z
 

tale

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@Krystek_My Put this tag inside Armor Note box-
Code:
<gene xxx:n>
xxx - part name
Code:
Face               FrontHair
RearHair           Beard
Ears               Eyes
Eyebrows           Nose
Mouth              FacialMark
BeastEars          Tail
Wing               Clothing
Cloak              AccA
AccB               Glasses
n - part number of Generator part file name. p01 is 1 (ignore the letters)

Also I updated Sample zip which includes Armor example of the Note tags and crate/ box event.
https://www.dropbox.com/s/l6ohao9vcs0vxyn/Sample.zip?dl=1
 

Krystek_My

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@tale Is it working with SV too?
If so, I can make visual equip with this, right?
 
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Greate plugin, but noticing it has some conflicts with Yanfly's. I've got most of the Yanfly library installed and am getting this error. Tried loading this first and last in the load order.upload_2019-11-8_17-37-13.png
 

tale

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Mokusei Penguin is hard to reach. Hopefully next update covers plugin compatibility issues- if not, oh well.
 

zeigfried_mcbacon

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Greate plugin, but noticing it has some conflicts with Yanfly's. I've got most of the Yanfly library installed and am getting this error. Tried loading this first and last in the load order.View attachment 126899
You might want to try testing in greater detail which ones specifically are in conflict. I also, I see an SRD plugin in that error message.
 
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I tried disabling the SRD and that just removed it from the list of errors. With that many conflicts, it wouldn't be viable for my project, but the demo looked good. I'll keep an eye here and see what any updates bring. I suspect it is Yanfly's battle system and class change given how they allow some changing of sprites, but I lack the technical know-how to dig too much deeper into the "why" of it.
 

Krystek_My

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@tale Reapiring issues with YEP_AutoPassiveStates is (for me) very important. I hope the update will come speed.
 

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