Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
Disclaimer: I am not the creator of this plugin. I don't understand javascript and I can't help you with complex issues. This is just a list I've put together to answer some commonly asked questions!

This plugin is NOT recommended for beginners to the software. Unfortunately I don't have time to answer questions that amount to ‘how to use MV/explain this basic term’, please ask that in the relevant support forum. :hswt:

If your question isn’t here, chances are I don’t know the solution... But you can still ask! However you might be better off posting in Sumdrndmdde’s old thread for CC or Javascript/Plugin Support so your question will be more visible to others. You can also try contacting the creator directly via his blog.

You can download the plugin >Here<
NOTE: All links and answers are related to the EX version of this plugin. Make sure that you’re downloading files for this as opposed to the original CC version.

FEATURES
Q) What is this plugin? How do I use it?
I’d recommend that you watch this video. It’ll help you A LOT if you watch this the whole way through instead of skipping. It answers most of the questions that are commonly brought up.

You can also read a written help file by viewing the plugin in the plugin manager (inside MV.)


Q) How do I open the correct section for the character creator in the SuperTools engine?
You open SuperTools by pressing F12. Click on Database Ex, then find Custom Editors in the top bar and you’ll see the Character Creator Editor.

Q) How can I make ‘visual equipment’? (Having the character image change depending on what the actor has equipped.)
You’re going to need the dynamic actors extension plugin. Watch the video on the blog for an explanation of how to use it.

Q) How can I make a faceset based off of the custom created character? (To change the expression during dialogue.)
You need the message faces extension plugin. Watch the video on the blog for an explanation of how to use it.

Q) How can I use my custom character in cutscenes?
You should really have watched this video.
But to go straight to the point;

You can show your custom character’s dead sprite by using the plugin command
Code:
 SetDeadCustomCharacter (actorI) (true/false)
This will work for followers.
If you want an event to have the same image as your custom character use the notetag
Code:
 <CustomCharacter: [actorId]>
You can also make an event show the character’s dead sprite by using.
Code:
 <CustomDeadCharacter: [actorId]>


Q) How can I make it so there’s default pieces that appear when the player opens the character creator?
Firstly open the plugin parameters and change “Print to Console” to be true. Then playtest your game and SAVE your character. Open up the console log (F8), and copy the text that appears in there. (Yes, the whole thing.)
ArMJUcj.png

Then paste that into your event using a script call command. (Above the plugin command opening CCEX.) In your script, edit the beginning part var id = 0 to have the Actor ID that you want to use. (It should be the same number that you’ve used in the plugin command.)

Q) Can I make the colour choices automatic as they are in the generator? E.g. the skin colour should change the nose and mouth colour too?
It sucks but there’s no way to do this as far as I know. You’d need to know how to edit the javascript or figure out a workaround that works for you. (For example, having a normal choice list before CCEX and using the print to console method to load in the skintones. See Q above if you don’t understand how to do that.)

Q) Why is there no option to change the colour for a certain section?
In order to have the Hue Window selection, you need to make sure you have some custom colours set up first. This is all done via the SuperTools engine. You can copy over colours from another piece to get you started. To set up your own colours, read the plugin help file for an explanation.

If you’re having trouble getting your changes to register in the supertools engine, please see the ‘troubleshooting’ section below.

Q) Does this save the custom character to a .png? Can I import a character from a .png?
Nope, it’s not that kind of generator.

Q) Can I make hidden sections that unlock during the game?
You can create conditions that will show or hide sections by using javascript EVALs. You do this in SuperTools under the part where it says ‘condition’. Default is true.
A simple example:
Code:
$gameSwitches.value(1) == true
Sets the section to appear when Switch 1 is turned ON. You can also set it to variable values and lots of other things using EVALs, but I'm not the one to ask about how to write those.

Q) Can I make a response based on the pieces the player has chosen? E.g. To find their gender?
Taking gender as the example, here's what to do. This tutorial assumes that you've got the default set up where "Body (1)" is female, and "Body (2)" is male. I.e. Don't use this along with my Face Shape piece tutorial! If you are, check the spoiler at the end instead!

After you've called the character creator, use a conditional branch: script and write
Code:
$gameCharacterCreations.getInfo(ActorId).Body.file == 'Body (1)'

The Actor ID needs to be the same one that you've used in the plugin command, e.g.
$gameCharacterCreations.getInfo(1).Body.file == 'Body (1)'. This is going to return true for the character being female, so you can add an else branch for male. From there, you can use your switch/variable or whatever else you want to register the gender for easier access later.

To be safe, you can use the code
Code:
$gameCharacterCreations.hasInfo(actorId)
to make sure the actor actually has a custom character.

You can also use this solution by patternBlue to find colours,
Yes I was able to figure this out, here is the approach I took:

1. First you grab the colour you want from the actor and store that information into a variable. In the Control Variables window use a script similar to this example:
Code:
$gameCharacterCreations.getInfo(9)["Eyes"].color
For this example I am looking at actor #9 and grabbing the colour information from the Eyes, but you could put "Body" or "Front Hair" or whatever body part you want to get the information from.

So this will store the colour information array in that variable. The array contains the hue, saturation, etc, but what I wanted to look for was the name that I had given the colour.

2. In your conditional, set it to script and then use a script similar to this:
Code:
$gameVariables.value(49).includes("Red")
Change "Red" to whatever the name is of the colour you want. This name is what you yourself input when you are setting up CCEX options.
In this example the variable 49 is where I stored the eye colour information from step 1. So it's using the javascript includes() method to search the array stored in variable 49 to see if it contains the string "Red". If it does, then I know that character has red eyes and I go on with whatever actions I wanted to perform from there.

Following the Face Shape video tutorial, your body piece is now split into "Body Part 1" and "Body Part 2". Javascript is not very fond of having empty spaces in file names, so we need to make some quick edits to them!

Go into your image folders and rename the folders to remove the spaces, then also update the names in the layers of the plugin parameters. i.e. You want them all to be named "BodyPartX".

That done, you can follow the tutorial above, Just update the conditional branch part where it says "Body.file" and change it to "BodyPart1.file". (Doesn't matter if it's part 1 or part 2.)

RESOURCES
Q) Some of the resources seem to be missing…
The pack you download from SRD’s site doesn’t have all of the images from the default generator. You can find them (and more) on my thread. Please make sure to read everything on there to aid you with setting up the new parameters.

Q) Can I add my own resources?
Yes, you can! You can even adjust the image size in the plugin parameters so you don’t need to stick to the size of the default resources. You do however have to organise them in the same way with equal sizes for each frame.

You can find out more about asset standards here.
For a detailed guide on how to add these resources please see the question below.

Q) How do I add/organise new resources?
It's not difficult to do, but if you slip up (even just make a typo), you'll start running into errors.

Let's start with the pieces, anything from the default generator/pieces you download from this forum will be organised into folders like this-
vtsbf5Q.png

We're only interested in the first four folders.
Each piece itself may be two or more layers, however CCEX only uses one image per piece. An example from the Kid: 'Face' folder;
yWA1Avj.png


You need to merge the three layers to form a single image. To do this, you'll need an image editor, e.g. GIMP (it's free.) Make sure the image you save is a .png and still has it's transparency.
Pieces from other folders have a colour mask, it'll always be labelled with the suffix _c. You can safety ignore this second image.
o2wS6sZ.png


Grab the pieces from the face, sv, tv and tvd folders. The name you give the files should match any other files in the folder. We're going to add this to the clothing folder, where all the pieces are aptly also named 'Clothing (x).' X is the number of the piece. Unlike the in-built generator which needs to go from 1>2, CCEX doesn't mind if you're missing a few numbers. (e.g. 1>5) Give all the images for that piece the same number.

h0gWHNe.png

This is an easy set-up, now let's try something harder. The wings are split into two folders, and don't have a face piece. However, we can't have any missing pieces, so any images we might be lacking get replaced with a blank picture. This can be any size, it just needs to be completely empty/transparent.
2HLHWTy.png


Troubleshooting:

You might encounter an error message like this when trying to run your game;
g8OcPMj.png


CCEX checks for images starting from the dead folder, so just because it's come up with this error, doesn't mean it's necessarily where your problem lies, however, it's a good place to start.
  1. Check that the image is there- Go into the folder it's specifying, and make sure the piece really exists. If not, copy it over and try again.
  2. If it is there, check whether the piece exists in all the other folders as well.
  3. Double check your numbers, make sure that they're all the same for this piece. Then check to see if you've got any numbers following it, e.g. you might accidentally have a copy called Front Hair (16) in one folder, and the game is now confused why it can't find the rest of the images in other folders for "16"
  4. Make sure that you've spelt everything right- even a double space will cause an error.
  5. Even if all the names and numbers look right, try retyping them. Rename it with a typo, and then erase and retype the original name.

If you've followed this correctly, you should manage to fix any errors you've been having. Sometimes you might need to redo the steps in case you've accidentally made another mistake. Keeping a close eye on what the error message says should help you figure out which piece is causing you grief.

Q) I've heard you made a tutorial and demo about adding in Face Shape Pieces?
Indeed I have! The demo can be downloaded here, it's got some really useful information that wasn't included in the youtube video. However, the video has a step by step guide and is more useful if you've already got yourself a project/have made edits to CCEX before, so you might like to check that out below!


TROUBLESHOOTING
Q) I can’t get the character creator to open???!!
Let’s start with the basics;
  • Have you got CCEX and SuperTools Engine installed in your plugin manager? Are they in the correct order? (STE needs to be ABOVE all other plugins.)
  • Are you using the correct plugin command? Does the Actor ID you’re trying to call exist in the party?
  • Is your event actually working? Try using a show text to ensure it’s running.
Confirm that all of these are ok before digging deeper;
  • Have you got the most recent versions of the plugin? I recommend installing SRD-Plugin Updater to make sure you stay up to date.
  • Is your PROJECT 1.3.0+? (You can check by going into js>rpg_core and seeing what number shows up on the first line. If not, you need to do the following;
  1. Visit RPG Maker web, download and install the latest version of the editor.
  2. Make a backup of your project.
  3. Create a new project or go to the NewData folder in your RPG Maker MV root (where MV is installed) folder.
  4. Copy the new js files (RPG*.js and Libs Folder) and replace the one in your -old project.
  5. DO NOT COPY plugins.js or it will replace your plugin settings.
  6. Copy index.html files to your current project.
  • Try setting everything up in a blank project to ensure that it’s not a plugin conflict.
  • Make sure your images are set up correctly. It should be /img/SumRndmDde/character-creator-ex/
Q) My pieces aren’t appearing correctly!
Please check that you’ve organised the ‘layers’ parameter correctly. It’s set up so pieces at the start of the list are BELOW the ones next to it.

Q) The custom Face/SV Battlers aren't appearing...
In order for these to show up, you need to have a placeholder image in the database, actors tab. Any character image is fine, as it'll be overwritten once a custom character is made! Likewise, if you're trying to get the custom characters face to appear in the message window using the <CC Face: [id]> notetag, you need to add a placeholder face to your show text command too!

Q) It’s not saving my changes when I try to edit a section in SuperTools!
SuperTools can have issues recognising when new information is added. (E.g. Adding colours to an empty box or trying to change the settings on any new section.) Please make sure you have the most recent version of both plugins and try making your edits again to see if this problem has been fixed.

If not, you’ll need to make some manual edits. Go into your project’s data folder and find the ‘Character Creator.json.’ If it’s a colour edit you just need to copy some data over from an old piece, or if you’re trying to create a new section, copy one of paragraphs from the original pieces and make sure to rename it. Once you’ve saved that, you’ll be able to register any future changes to that section directly through SuperTools.

Q) I keep getting the error “ReferenceError: CacheMap”
Your project files are not 1.3.0+. Please see the first troubleshooting question for how to fix this.

Q) I keep getting the error "TypeError: Cannot set property '_neededCustomUpdate' of undefined”
There are two possible reasons for this error.
1- You're loading an old save game. When making changes to plugins/the database, these updates aren't reflected in old saves, so loading them up can cause a number of errors. Try launching from a new game and running the event again.

2-If you are starting from a new game and seeing this error, you need to make sure there's an actor in your party. Check the database>system>starting party and add an actor in, mostly likely you'll want to use the actor id you're trying to make a custom character for.

Q) I keep getting the error “Uncaught SyntaxError: Unexpected token u”
I don’t know what causes this but the apparent solution is to delete all your current superTools data (data>cc-info, CharacterCreator and Data EX) and to copy over files from a new project like you would to update it, but include the plugins.js as well.

Q) I’m getting an error when trying to encrypt my game.
To get the plugin to work with encrypted images, you need to edit it. Find the lines 527 – 528 that state
Code:
if(!stat.isDirectory() && _.isImageFile(files)) {
const f = files.replace(‘.png’, ”);
and
_.isImageFile = function(filename) {
return !!(filename.match(/\.png/i));
And change ‘.png’ to ‘.rpgmvp’

Q) I can’t get CCEX to work when I try to export my game to android.
Sorry, I don’t know how to solve this one.

Q) Is this compatible with [X] plugin?
I’m not going to look into this for you, please test it yourself. If you suspect an incompatibility, you need to first try it in a blank project to confirm that you can reproduce the error, and then send your demo to someone who understands javascript.

Q) Have any patches been made to fix any issues?
Incompatibilities with Yanfly’s Turn Order Display and Gab Window have been patched by Waterguy
Jayray has created a patch so you can use mouse controls to select a colour in the hue window.

EXTRA
Q) I love this plugin! How can I support the creator?
Mail him some cookies, subscribe to his youtube channel or become a ******* to help support the upkeep of this plugin and the creation of any more!

Q) Where have all these answers come from?
Although some have come from my experience of messing around with CCEX, a lot of the information on this page was already available from searching around the web. If you can't find the answer here, try looking around for comments on SumRndmDde's blog or youtube videos.

Q) If you didn't write this plugin, why are you getting involved?
When the original Character Creator came out, I noticed there were mistakes with the default image pack on SumRndmDde's blog, so I made a thread to upload the fixes. I continued adding to it with new pieces and with the release of CCEX. Being a popular plugin, I kept receiving questions about how to use it, so I put together this F.A.Q in the hope that it'd help people out and save me or SumRndmDde from having to answer the same thing over and over. Please respect my wish and do read everything thoroughly before asking more questions. Thanks!
 
Last edited:

WickedWolfy

Touch Fluffy Tail!
Veteran
Joined
Nov 27, 2017
Messages
115
Reaction score
51
First Language
En
Primarily Uses
RMMZ
I am still chewing through the entire quide, since this seems to be relevant to my interests, so I will most likely edit my reply.

Q) How can I make it so there’s default pieces that appear when the player opens the character creator?
Would be great to have that screenie as code for experimentation. Yes, can copy our own, but would be great to have a "definitely functioning" sample. Maybe something simple with default items.

Q) How can I make a faceset based off of the custom created character? (To change the expression during dialogue.)
The link to Message Faces is broken.
 
Last edited:

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
@WickedWolfy As long as you've got CCEX set up correctly (which one would assume by the fact you were able to get up to the stage of saving characters), the code you copy from the console log will be "definitely functioning". It's probably a better idea to get it from there anyway, as any edits you may make to pieces or sections would cause a sample code to not work. Just make sure you've copied the whole thing and don't forget to change the var id and everything should be in order. :cutesmile:

I've updated the link now. You wouldn't believe the trouble I had formatting this thread so I'm not surprised it went a little wonky. Thanks for checking!
 

WickedWolfy

Touch Fluffy Tail!
Veteran
Joined
Nov 27, 2017
Messages
115
Reaction score
51
First Language
En
Primarily Uses
RMMZ
I've updated the link now. You wouldn't believe the trouble I had formatting this thread so I'm not surprised it went a little wonky. Thanks for checking!

I've seen some forum strangeness. I definitely believe you. I am still looking through the plugin (and your guide) on a greater scale, since it is relevant to my interests. =3
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,492
Reaction score
1,411
First Language
Finnish
Primarily Uses
RMMV
Can I make it so that I use a custom face that I've made instead of the one generated by the charater creator ex plugin?
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
@Tuomo L Do you mean use a .png that you've pre-made instead of the face made with the character creator? If so, I don't think so. Though you still have freedom to use a different face in show text events, the menus e.t.c use the generated face. I think you'd have to make edits to the plugin to stop it over-writing the actors face.

However if you wanted to import your own face pieces to generate a face in your style, that can be done. Check out the "resources" section for more details, but you'd pretty much just want to re-draw the face pieces that are already there. You can still create facesets for the custom character using the plugin linked under that q. It is more limiting than making expressions just in photoshop since you'll be watching for compatibility and such, though you could expand on it by making some more detailed pieces and having them in a hidden section so that the player can't actually choose them when designing their character.
 

George Halstead

Veteran
Veteran
Joined
Mar 24, 2017
Messages
68
Reaction score
14
First Language
English
Primarily Uses
RMMV
If i want to add the Beard and Face marks into the creator how do i figure out where in the order i should add them, can i mess up the layering if i add them in the wrong places ? Please remeber when things go wrong you look for the usual suspects and that is usually ME ..lol
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
The "Layers" parameter is the one that controls how the images are layered, so yes, you can mess that up if you order it wrong. The good news is it won't ever 'break' the plugin, you'll just notice that your images don't look right. I've got a recommended layer order on my resource thread (just under the download link). Since you're also using the face shape pieces, please don't copy and paste that directly, just take a look at how I've arranged things and insert the pieces you want to use. The order there isn't the gospel truth, I did actually tweak things from MV's generator such as moving the glasses under the front hair as personal preference. If things look off to you, just play around with it. You can always restore the parameters back to default. :cutesmile:

The "Order" parameter defines the order that your player will see the pieces listed. You need to make sure you do add the piece names in here so they show up for the player to choose from, but wherever you'd like to put them is personal preference. I recommend keeping the most important pieces at the top, and having the accessory type things lower down.
 

dustyb13@gmx.com

Villager
Member
Joined
Mar 26, 2016
Messages
26
Reaction score
8
First Language
English
Primarily Uses
Can i use script calls in the weapon notes? I have weapons that I use with Dynamic Actors plugin so when i equip a sword in the right hand it shows up and when i equip a sword in the left hand it also shows up. But i need a script call to run when i equip the weapon that says if sword is equipped in right hand then show only in right hand or if sword is equipped in left hand then show in left hand.
------------------------------------------------------------------------------------------------------------
$game_actors[actor id].weapons.include?($data_weapons[weapon id])



right_hand = $game_actors[actor_id].equips[0]



left_hand = $game_actors[actor_id].equips[1]





if !right_hand.nil? && right_hand.name.eql?(""Sword"")



<Force Weapon Piece: Weapon (1)>





elseif !left_hand.nil? && right_hand.name.eql?(""Sword"")



<Force Weapon2 Piece: Weapon (1)>



end
--------------------------------------------------------------------------------------------
The problem is that I reference both Weapon and Weapon2 in the notes and they both appear regardless of what weapon slot they are in.
Just wondering if this because the Dynamic Actors ignores script in the notes? Any help is greatly appreciated.
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
@dustyb13@gmx.com I'm afraid this is a bit outside my area of expertise :hswt:

But yeah, as far as I know the notebox is for general text and ignored by the game, unless you've got plugins which specify notetags to look at. So all Dynamic Actors is seeing is the '<Force Weapon Piece>' parts.

You could try using WAY_CustomOnEquipEval to run the code, but I have no idea if the result will just be the same...

You might end up having to come up with some reason to use two separate weapon items for a left or right handed sword. (Well, they have left-handed pencils and such ;))

Else try making a new thread in javascript/plugin support and see if anyone has any bright ideas!
 

dustyb13@gmx.com

Villager
Member
Joined
Mar 26, 2016
Messages
26
Reaction score
8
First Language
English
Primarily Uses
Thanks for the response Rhino. Got other questions tho; I want to share the weapons that i've edited(so far only RTP and a few from whtdragon)
also I have all the hair styles in brown, grey, black and white but its all for old Character Creator, can i still share them here? The weapons show up just like armors and hats or anything else and only the brown hair is colorable. Will this be too outdated since CCEX?
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
@dustyb13@gmx.com I would definitely recommend that anyone still using the old CC update to CCEX, but you never know, there might still be people who prefer it! Since you've already finished the hairs, I don't think there's any harm sharing the resources ^^

The weapons sound like they'll probably appeal to a few people too, it'll make it more like a 'complete' character creator which is cool!

You shouldn't share them here though (as this is the tutorials section). I've got a resource thread specifically for the plugins, but at 4 pages long I think it's less likely that people will scroll through to see the most recent message, so you might be best opening up a new thread in the MV Resources section. I can add a link to it on mine to help people find it. :cutesmile:
 

Oveem14

Warper
Member
Joined
May 12, 2018
Messages
1
Reaction score
0
First Language
english
Primarily Uses
RMMV
so when I tried the script call to return the body to a switch for the gender, which I've checked to make sure it's typed correctly about 50 times now, it does not proceed to the half of the branch set up for female characters. any idea why?
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
509
Reaction score
805
First Language
German
Primarily Uses
RMMV
Thank you for this thread, Rhino. The inability to encrypt my game was a real damper to my enjoyment of this plugin, now solved!
 

Mega Man Volnutt

Mega Man Volnutt
Veteran
Joined
Dec 7, 2015
Messages
397
Reaction score
124
First Language
English
Primarily Uses
N/A
Is it possible to use a non dead pose (lets say I want them to raise their arm(s) up) with the custom characters? if so, how can I achieve this?
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
802
First Language
English
Primarily Uses
RMMV
@Mega Man Volnutt Yup, that's possible! However it'd mean replacing over the dead pose, so that'd no longer be an option for any custom characters, if you're cool with that. :cutesmile: You'd also only be able to use a one-directional sprite with 3 frames, just like how the dead poses work. (Editing the plugin to have more options may be possible, but that's outside my scope I'm afraid!)

Replacing the dead characters can be done all via the images, no need to mess with any plugin parameters or filenames! Locate your game folder img>Sumrndmdde>character-creator-ex. These are split up into layer parts, and then divided into the types. We're interested in all of the 'dead' folders.

Then, you'd just go through all of the parts and replace them with your new arm up graphics!
RDHGdM3.png

Example graphics from whtdragon. (If you'd like to use this base, you might just want to copy over a default face to remove the 'shocked' expression.)

For this pose, the majority of graphics can just be copied over from the walk sprites! Here's a demo of what you'd need to do for Rear Hair Part 2:
Firstly, you'd crop the image to have the forward facing direction only. (Height is 48px). Your image editor might have a ruler/grid option to help you with this. I'm using photoshop, but any alternative (such as GIMP or Krita which are free), is fine as long as it can save transparency! (I.e. not MS Paint.)
LDefCb9.png


Next we need to remove the walking animations, so copy the middle frame over. In the 1st and 3rd frames of the walking animation, the head lowers by 1px, so be sure to adjust your static hairs to all be at the same height!
TXN3Vbv.png

You won't need to do this for everything, as some parts e.g. wings don't have any animation. However, you will still need to raise the sides by 1px.
You'd use this same method for clothing, but will likely have to edit them into arm up poses yourself. If you've no experience with doing pixel art before, don't panic, as this isn't nearly as scary as it sounds! For best results, you'd want to try drawing the arms yourself. Check out Hiddenone's guide for a tutorial of the basics!

The alternative option is to cut out the arms from the walking clothes, and flip them vertically to face upwards. This will still require some manual touch ups, but might be a bit quicker for you.

Then to use these poses in game, you'd use the default method to call the dead custom character i.e. using a plugin command or setting an event to the dead pose via notetags. :D
 

Mega Man Volnutt

Mega Man Volnutt
Veteran
Joined
Dec 7, 2015
Messages
397
Reaction score
124
First Language
English
Primarily Uses
N/A
@Mega Man Volnutt Yup, that's possible! However it'd mean replacing over the dead pose, so that'd no longer be an option for any custom characters, if you're cool with that. :cutesmile: You'd also only be able to use a one-directional sprite with 3 frames, just like how the dead poses work. (Editing the plugin to have more options may be possible, but that's outside my scope I'm afraid!)

Replacing the dead characters can be done all via the images, no need to mess with any plugin parameters or filenames! Locate your game folder img>Sumrndmdde>character-creator-ex. These are split up into layer parts, and then divided into the types. We're interested in all of the 'dead' folders.

Then, you'd just go through all of the parts and replace them with your new arm up graphics!
RDHGdM3.png

Example graphics from whtdragon. (If you'd like to use this base, you might just want to copy over a default face to remove the 'shocked' expression.)

For this pose, the majority of graphics can just be copied over from the walk sprites! Here's a demo of what you'd need to do for Rear Hair Part 2:
Firstly, you'd crop the image to have the forward facing direction only. (Height is 48px). Your image editor might have a ruler/grid option to help you with this. I'm using photoshop, but any alternative (such as GIMP or Krita which are free), is fine as long as it can save transparency! (I.e. not MS Paint.)
LDefCb9.png


Next we need to remove the walking animations, so copy the middle frame over. In the 1st and 3rd frames of the walking animation, the head lowers by 1px, so be sure to adjust your static hairs to all be at the same height!
TXN3Vbv.png

You won't need to do this for everything, as some parts e.g. wings don't have any animation. However, you will still need to raise the sides by 1px.
You'd use this same method for clothing, but will likely have to edit them into arm up poses yourself. If you've no experience with doing pixel art before, don't panic, as this isn't nearly as scary as it sounds! For best results, you'd want to try drawing the arms yourself. Check out Hiddenone's guide for a tutorial of the basics!

The alternative option is to cut out the arms from the walking clothes, and flip them vertically to face upwards. This will still require some manual touch ups, but might be a bit quicker for you.

Then to use these poses in game, you'd use the default method to call the dead custom character i.e. using a plugin command or setting an event to the dead pose via notetags. :D


In the walking graphics, you can see that there are 4 different animations in them, and I have exploited this over the past years and gave custom animations such as shocked, laugh, etc. Do you know if "dead" can have 4 different poses like a normal walking animation?
 

Mega Man Volnutt

Mega Man Volnutt
Veteran
Joined
Dec 7, 2015
Messages
397
Reaction score
124
First Language
English
Primarily Uses
N/A
@Mega Man Volnutt Not without editing the plugin I'm afraid :(
That is OK....

Do you know how to get hue color correct? My base sprites are pure white yet they're all coming out as grey or the same color (white). Do you think I should do some other color instead? (thinking of black)

Edit: Nevermind, 100,100 red was the way to go.
 
Last edited:

Zayriel

Veteran
Veteran
Joined
Jul 19, 2018
Messages
72
Reaction score
19
First Language
English
Primarily Uses
RMMV
I followed both the install and troubleshooting instructions for CCEX, and can't seem to get it to work. I'm currently using the latest build version of MV, and also have the Super Tools Engine plugin installed, which seems to not recognize that CCEX is installed and active. Can anybody please help me with this issue?
 

Latest Threads

Latest Posts

Latest Profile Posts

%2FswUmX.png


I'm excited to announce I've received a great deal of feedback from a fellow tactics fan!
bandicam 2023-05-29 22-28-54-159.png
When will I be able to play my own game? There is a lot of work, but I am working hard towards the goal
Add Monser2.png!!
index.php

Happy Memorial Day to those on here like me who live in the United States. :)
Alright got a video of a review of a fake PS5 here. I've decided I'm only going to do maybe 10 videos about bootleg consoles, and then I think I'm going to move on, and post YouTube videos of old video game TV advertisements for franchises like Mario and Sonic and Spyro and all that for a little nostalgia. :cool:

Forum statistics

Threads
131,528
Messages
1,220,549
Members
173,221
Latest member
ZecaVn
Top