stickyka

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Hi. So, first of all, this plugin is amazing. Kudos and thank yous for all the hard work that went into making it and for being generous enough to share it freely (SRD and those who added to it) and thank you Rhino for this amazing FAQ support and your own efforts supporting the plugin!

So, I backed myself into a rather unique corner and really need help solving this one.

Here's what I did:

I created a series of variables to determine race and gender. Using the toolkit, I made basic logic arguments in the character creator to say, "If race variable = n, allow this folder of pieces" and likewise for gender. It's all pretty simple.

For example, if the race variable is set to 0, then it allows folder assets for Human. Gender variable 0 = male.

So, I created four races this way, each with binary genders.

Now, here's where it becomes a problem. My game is open-ended, such that if the player dies or party wipes, they hit a respawn point (the Adventurer's Guild) where they are granted a new recruit (if they don't have any recruits waiting already).

The new recruit follows an algorithm that randomly determines their race and gender. However, the previously stored array of pieces created for the original character are presented, which results in 2 major issues:

1. The player can just roll with their previous image in spite of being a completely different race/gender and even with requirements for things their previous race didn't have (for example, horns are required for an Ogren, but if the player was previously a Sylvan, they don't have horns, yet can continue without assigning horns). In fact, it just gives the options for the previous race, despite the variables having been changed.

and 2. I attempted to troubleshoot problem 1 (which occurs after a game over - using a script to bypass game over and continue playing) by putting in a test event which would run a living character through the race/gender selection followed by a plugin call for the character creator. This time, it allows you to choose all the parts for the new race/gender, but it's overlaid with the previous race/gender selections.

So, what I need is to figure out how to tell the plugin to wipe the previous choices and start over, requiring the player to choose their parts for their new race/gender.



EDIT: My current thoughts, maybe this will help someone help me?

Create a non-race/gender for debug purposes. This race will have all file folder paths available. Create a 0 part for every object. Create a character with all the files with no parts - totally invisible. Output it, save it, then whenever the player has to remake a character, I set this as the default parts. Only issue with this is it will require putting 0 parts in the selection for every part, thereby allowing the player to make an "invisible" character. And while I don't really care what the player does for jollies, it's just bad game design.

There are two sections that stand out to me in the .js file.
line 1497 which is called on in Rhino's explanation of how to setup default parts (the part of it that calls for addInfos), and the lines below it that store the preview window's info into the variables. Basically, it seems the preview windows are held as temporary variables until confirmed, then stored as info/infos for the custom character. But I can't seem to find a method to wipe those variables clean.


EDIT EDIT: And the lines between those two areas that seem to maybe write the current sprites to the json?


SOLUTION:

At around line 1320, just need to comment out a few lines that retain the character preview, like so...

Scene_CharacterCreator.prototype.createFolderList = function() {
this._folderList = new Window_CharacterCreator_FolderList(this._mandatories);
this._folderList.setHandler('ok', this.onFolderListOK.bind(this));
this._folderList.setHandler('combined', this.onFolderListCombined.bind(this));
this._folderList.setHandler('cancel', this.onFolderListCancel.bind(this));
this._folderList.activate();
this._folderList.select(0);
this.addWindow(this._folderList);
};

Scene_CharacterCreator.prototype.createPreviewFaceWindow = function() {
this._previewWindowFace = new Window_CharacterCreator_Preview(0, 0, _.faceFileWidth, _.faceFileHeight, 'face');
this._previewWindowFace.x = (((Graphics.boxWidth - this._fileList.x - this._fileList.width) - this._previewWindowFace.width) / 2) + this._fileList.width + this._fileList.x + _.xOffset;
this._previewWindowFace.y = (Graphics.boxHeight - this._previewWindowFace.height) / 2;
this.addWindow(this._previewWindowFace);
// if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'face')) {
// this._previewWindowFace.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'face'));
// this._loadedStuff++;
// }
};

Scene_CharacterCreator.prototype.createPreviewWindow = function() {
this._previewWindow = new Window_CharacterCreator_Preview(0, 0, _.width, _.height, 'char');
this._previewWindow.x = ((this._previewWindowFace.width - (this._previewWindow.width*2))/2) + this._previewWindowFace.x;
this._previewWindow.y = this._previewWindowFace.y + this._previewWindowFace.height;
this.addWindow(this._previewWindow);
// if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId)) {
// this._previewWindow.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId));
// this._loadedStuff++;
// }
};

Scene_CharacterCreator.prototype.createPreviewDeadWindow = function() {
this._previewWindowDead = new Window_CharacterCreator_Preview(0, 0, _.width, _.height, 'dead');
this._previewWindowDead.x = this._previewWindow.x + this._previewWindow.width;
this._previewWindowDead.y = this._previewWindowFace.y + this._previewWindowFace.height;
this.addWindow(this._previewWindowDead);
// if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'dead')) {
// this._previewWindowDead.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'dead'));
// this._loadedStuff++;
// }
};

Scene_CharacterCreator.prototype.createPreviewSvWindow = function() {
this._previewWindowSv = new Window_CharacterCreator_Preview(0, 0, _.svWidth, _.svHeight, 'sv');
this._previewWindowSv.x = (((Graphics.boxWidth - this._fileList.x - this._fileList.width) - this._previewWindowSv.width) / 2) + this._fileList.width + this._fileList.x + _.xOffset;
this._previewWindowSv.y = this._previewWindowDead.y + this._previewWindowDead.height;
this.addWindow(this._previewWindowSv);
// if($gameCharacterCreations.hasInfo($gameCharacterCreations._tempActorId, 'sv')) {
// this._previewWindowSv.setInfo($gameCharacterCreations.getInfo($gameCharacterCreations._tempActorId, 'sv'));
// this._loadedStuff++;
// }
};

NOTE: With those lines commented out, it WILL NOT save the player's preferences so they have to select all the parts again from the start, but it does reset the required fields, preventing the player from backing out without selecting the parts as per the new requirements. This satisfies my purposes, but keep that in mind as it may be problematic for other users.
 
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Squareware

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How to get this to work with nelderson online multiplayer stuff?
 

DollyInk

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So the forum explains how to check for gender. Has anyone found a way to check for color? I'd like to have create custom busts based on hair color etc. players select.
 

stickyka

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So the forum explains how to check for gender. Has anyone found a way to check for color? I'd like to have create custom busts based on hair color etc. players select.


I assume you mean a separate img file from what gets created in the generator. It could be done via splitting up images in the folders based on hair color and linking the player choices to a variable that would also dictate the image. That would mean having the player choose their hair color before going into the creator, though.

To actually check for hair color, from what I can remember, would require some coding knowledge as you'd have to figure out how to have it check "if part N is equal to a particular HSV value". It could certainly be done, but not without coding. At least, not as far as I can discern.

This is assuming I'm understanding your question correctly.
 

DollyInk

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Wow, thanks for the quick response! Yes, I'm planning on be creating a separate image file based on what is selected in the generator.

I'm a little new to the coding bit, but that makes sense. I'll look more into this. Thanks!
 

Kingsley_O

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Evening, all.
Plugin is excellent, thank you for the collective support added to it.
I'm running into an error in the CC itself during gameplay: while the "Body/Physical Build" is tagged as mandatory, selecting one never gets acknowledged as "cleared" by the system.
I've taken it off the tag and the CC will work fine, but then the highlighted mandatory text color doesn't match up.
I'll include a cap of the script--I've added addition lines for new sections of the CC and replaced segments I don't use with ones I will ("Beast Ears" becoming "Ears" as it was the only was to register them).
Is anyone able to advise me? Or just tell me what #FFFF number font is the normal white (I can hide the tagging error that way). The "Ears" don't seem to access any color's, as an aside.
Any help would be greatly appreciated and earn you a credit in the coming work.

EDIT: Fixed it with a different script that usurped the missing tags. Still need help with the ear color, though.

RE-EDIT: Nevermind; fixed that, too. Guess I just needed a fresh mind to figure it out today.
 
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wilderness

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I'm having trouble displaying the custom face in a text window created using the script call $gameMessage.add(). Is there a trick to this? Is it even possible?

Edit. Nm, figured it out.
 
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patternBlue

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So the forum explains how to check for gender. Has anyone found a way to check for color? I'd like to have create custom busts based on hair color etc. players select.

You can grab an actors color for whatever body part by doing
$gameCharacterCreations.getInfo(actorID).part.color;

An example to get the skin color of actor 2 would be:
$gameCharacterCreations.getInfo(2).Body.color;

Getting some of the hair parts is a slightly different syntax, due to the objects having spaces in them.
An example to get actor 3's front hair color would be:
$gameCharacterCreations.getInfo(3)[ 'Front Hair Part1' ].color;
 

Sacrifyx

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I could use a little bit of help with this. I have CCEX set up and 100% functioning on one project. I'm trying now with a different project, I copied the plugins and image files from the original project to my new one and copied the plugin parameters as well. It works, basically, but when I select "Body" during character creation, it just has a couple of heads to choose from, one male, one female, which is mostly OK but in the original project, it shows the 'walk' characters for these which is what I want.

Also, when selecting face shape, the options to choose from are made up of the 'walk' characters instead of individual face types.

Keep in mind I can select any of these things and they'll show the proper changes on the paper doll at the bottom right, it just looks a little sloppy and for the life of me I can't figure out how I got it to work on one project (I had this same problem on the original project initially as well) and a straight copy from one place to another and it's broken. Here's some screenshots in the spoiler - wrong body/right body, wrong face/right face.
WrongBody.PNGRightBody.PNGWrongFaceShape.PNGRightFaceShape.PNG
 

stickyka

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Be sure you check the plugin's built-in options. Some of them, iirc, have a setting to swap which view you're looking at, be it face, walking, or battler.
 

Sacrifyx

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So I found in the Super Tools Engine where I can change these things. I was able to get the "Body" to display properly, but when I edit the "Face Shape" section, it doesn't save, doesn't even prompt for a save, and if I leave the editor and go back, the changes I made to the section are gone. This is the only section that's affected.


EDIT: We can disregard this, I copied the CCEX files from the data folder of the working project to the non-working project and we're all good.
 
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dogfish_x

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I just downloaded RPG Maker MV today, so everything should be up to date.
I put the character creator assets where they need to be, under img in SumRandomDudes own folder
I set up the SuperToolEngine above the CCEX
the plugin command I put in is OpenCharacterCreator 1
input a basic speech command to make sure the event is working
I set everything up exactly like that in a new project to see if it would work

and the character creator is still not opening up.
how come??
 

Zayriel

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I just downloaded RPG Maker MV today, so everything should be up to date.
I put the character creator assets where they need to be, under img in SumRandomDudes own folder
I set up the SuperToolEngine above the CCEX
the plugin command I put in is OpenCharacterCreator 1
input a basic speech command to make sure the event is working
I set everything up exactly like that in a new project to see if it would work

and the character creator is still not opening up.
how come??

  • Are you using the Sample images folder?
  • Are you using the Action Button event trigger?
 

ultrahispeed

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I know this might seem like spam but one time I tried using this plugin with a multiplayer plugin but the two plugins didn't seem to work together is there a way to fix this issue
 

Zayriel

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Does anyone know how to edit the font styling of the CCEX menu when the list gets too long? Or how to add in a vertical scrollbar?
 

Mr. Beknacktoman

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I have a problem, I want to copy the created character to another actor. My Code looks like this:
JavaScript:
if ($gameCharacterCreations.hasInfo(1)) {
$customCharacterInfo = $gameCharacterCreations.getInfo(1);
$gameCharacterCreations.addInfos(2, $customCharacterInfo);
}

But when the game tries to show the face graphic I get this error:
TypeError: Cannot read property 'width' of null
at Bitmap.blt (rpg_core.js:1156)
at Bitmap.blt (js/plugins/YEP_CoreEngine.js:1000)
at Window_MenuStatus.Window_Base.drawCustomFace (SRDCCEx_StretchFix.js:44)
at Window_MenuStatus.Window_Base.drawActorFace (SRD_CharacterCreatorEX.js:1874)
at Window_MenuStatus.drawItemImage (js/plugins/YEP_CoreEngine.js:2529)
at Window_MenuStatus.drawItem (rpg_windows.js:1740)
at Window_MenuStatus.Window_Selectable.drawAllItems (rpg_windows.js:1256)
at Window_MenuStatus.Window_Selectable.refresh (rpg_windows.js:1283)
at Window_MenuStatus.initialize (rpg_windows.js:1708)
at Window_MenuStatus.initialize (js/plugins/YEP_MainMenuManager.js:4681)

Is there a better way to copy the Character?

EDIT: I figured it out. If anyone has the same problem: You need get the Info for the Walk, Dead, SV and Face Graphics seperately. Then you have to add them in that order:

JavaScript:
if ($gameCharacterCreations.hasInfo(1)) {
            $customCharacterWalk = $gameCharacterCreations.getInfo(1);
            $customCharacterDead = $gameCharacterCreations.getInfo(1, "dead");
            $customCharacterSV = $gameCharacterCreations.getInfo(1, "sv");
            $customCharacterFace = $gameCharacterCreations.getInfo(1, "face");

            $gameCharacterCreations.addInfos(2, $customCharacterWalk, $customCharacterDead, $customCharacterSV, $customCharacterFace);
}
 
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Miyoko

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So I'm having an issue with this that people might not be noticing because people are probably using /wanting to use the base style graphics, but...

I'm using custom graphis and the front hair view seems to be pulling a graphic from a mystery location not present on the "parts" image. I have all of the sample images in place which I'm using until I replace them with my own, but I can't seem to find this particular image anywhere.

As you'll see in my image, I'm going for a low-fi / 8bit style of graphics. When the image faces left/right/down it works perfectly but as soon as it looks up...

1615414321386.png

As you can see, there's some strange mystery fringe. If I load up the hair without picking a body first...

1615414405141.png

There is the image facing down, and facing up. One would logically think then that it's just on the image that has the parts, right?

1615414468008.png

As you can see, there's nothing on the "facing up" portion of the sprite sheet.

It's not even just the image I made, either. If we take another sample picture...

1615414531723.png

Once again, no "Facing up sprite." And yet, when we pull it up in game, again without a body...

1615414602392.png

We have another mystery "up" fringe.

Combing through the files, I have yet to find anything that matches these images, though I'm also not really sure where to look. :( It's clearly tied to "Front hair" since that's the only thing being selected, so I'm wondering if there's an error in the script somewhere.

Any guidance would be appreciated!

EDIT: WELP, I FOUND IT IN THE APTLY NAMED "Front Hair Part 2". It's odd though since these don't seem to match up to the style on the original sprite half the time...
 
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lesbrarians

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Two questions that I'm really hoping someone can help me with!
1. Is it possible to make it so that the clothing selected by the character gives them a corresponding piece of armor?
2. I'm not using side view/battlers. How can I remove that sprite from the character creator?

Thanks!!!
 

Kruesser

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Two questions that I'm really hoping someone can help me with!
1. Is it possible to make it so that the clothing selected by the character gives them a corresponding piece of armor?
2. I'm not using side view/battlers. How can I remove that sprite from the character creator?

Thanks!!!
1. I don't believe the first one is possible. You could issue a 'general armor' or 'travelers armor' as a work around?

2. That might be something that can be tweaked in the Super Tools plugin via the F12 key. At the very least maybe you can drag the window off screen?
 

lesbrarians

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1. I don't believe the first one is possible. You could issue a 'general armor' or 'travelers armor' as a work around?

2. That might be something that can be tweaked in the Super Tools plugin via the F12 key. At the very least maybe you can drag the window off screen?
Good to know -- I'll see what I can do to figure out some kind of workaround for the first one. And THANK YOU, I had no idea you could edit the CCEX windows in the Super Tools plugin! I was indeed able to drag them off screen. 8)
 

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