SumRndmDde's Character Creator-EX plugin: F.A.Q's

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Started by Rhino 113 posts Page 4 of 6 View original ↗
  1. So I know this is a long shot, but does anyone have waterguy and jayray's patches as the links are dead now :(
  2. Shawnyadeadhomie said:
    So I know this is a long shot, but does anyone have waterguy and jayray's patches as the links are dead now :(
    Is this the link your after?
  3. Under Q) Can I make a response based on the pieces the player has chosen, Rhino said "Something similar to [$gameCharacterCreations.getInfo(ActorId).Body.file == 'Body (1)'] could probably be used to find the colour name, but I haven't been able to figure that out as of yet..."

    Has anyone managed to figure this out yet? I'd love to have a conditional branch checking the color of a certain part!
  4. Hi everyone, I'm trying to make my own custom artwork character creator with this but I'm having some trouble solving some issues.

    I’m trying to make a character creator game where the characters you make you can use in your own games. I’m doing completely original artwork and it will be available for any engine. To felicitate this, I’m using the ex character creator plugin. As of right now I have three things I’m trying to do with the plugin. It’s pretty well written and easy to figure out its sections. Without having really any scripting experience I figured out how to change the walking section from a 3x4 to a 8x4 and it works great. Here are the three things I’m trying to do in order of importance. A: i’m trying to add an idle to the creator. It doesn’t need to be displayed with a preview window like the other poses just needs to work n the map. In the file directory i’ve already added a idle folder to each of the parts just like how the other files are setup. I’ve also figured out how to have the plug-in load the files. I have it set as a 4x4 sprite sheet and I figure I’ll have it work similar to the dead pose where you can turn it on and off by plugin command. I figure then when you’re in math you can just set a common event when there’s no import after 10 seconds it turns on the plugin for a idle and turns off when there is. B: I want to have add a tag to parts file name to have them visible with certain bodies. Male parts are only visible with male body female parts are only visible female body creature parts are only… etc. C: this one I feel would be the most difficult. I need one of two options. The first would be the most desired of the two. It would be a way to send the character you created sheet wise (walking, sv, face, dead, idle) to a folder as png. For the player to grab for their game. The second option would be at least for the file names of all the parts the characters using so they can put it together themselves in another program. Well let me know what you think and a price. even if you can only figure out one of these things I’d be very grateful.
  5. Does anyone know how I would go about adding another pose? I want to add a idle to the creator. It doesn't have to have a preview or anything but it does need to have a plugin on off switch like the dead pose has. I figure I can just use a common event to trigger on map. I've added another file called idle to every section folder and got ccex to preload the files just like the other face,walk,sv, and dead but what next?
  6. Hello,
    I am looking for a way to force the custom actor into wearing a piece of clothing.

    I know that by using the "Print to console" I can force an entire preset, but is there a way to only change a specific parameter (in my case, "Clothing")?

    Thank you
  7. lesbrarians said:
    Under Q) Can I make a response based on the pieces the player has chosen, Rhino said "Something similar to [$gameCharacterCreations.getInfo(ActorId).Body.file == 'Body (1)'] could probably be used to find the colour name, but I haven't been able to figure that out as of yet..."

    Has anyone managed to figure this out yet? I'd love to have a conditional branch checking the color of a certain part!

    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.
  8. @patternBlue Oh my god, BLESS you!! I'm so psyched you were able to figure that out -- I can't wait to test this out after work! Thank you so much!
  9. This is a lifesaver when making random background characters and NPCs for me.
    Amazing work Rhino!
  10. This is a long shot, but I'm honestly out of options. I looked everywhere.
    When I use the plugin, the upward facing sprite renders hair behind the clothing, when it should be rendering it in front. I have not seen anyone else reference this issue. I have searched and searched. No luck.

    Edit: In a last ditch effort, I tried to see what happened if I put clothing before hair in the layer order. I expected it to create the opposite issue, making the hair render in front of the clothing when the character is facing down. Instead, it now properly renders the hair behind when facing down and in front when facing up. I have no idea why this worked, but hell. It did.
  11. Hi guys,

    Hope everybody is well. I have been using the original CC plugin combined with the original dynamic actors plugin to show their equipment.
    I haven't moved on to CCEX as I was quite far into my project already when the update came.

    Everything works perfectly fine however if I have a party of 4 dynamic actors the frame rate seems to be dropping dramatically.
    From over 60 FPS to well under 30 FPS at times.
    (Its definitely related to the amount of dynamic actors in the party, I have tested the hell out of this!)
    I can have my custom character plus 5 standard actors in my party and the game runs perfectly at 60 FPS.
    If I start replacing standard actors with dynamic actors, each dynamic actor added to the party seems to reduce the frame rate.

    I was wondering if any of you have tried the same using the CCEX combined with the dynamic actors EX and faced the same problem.

    I would also like to understand what could be causing the frame rate drop...

    Could it be that I am using a rater large amount of layers to correctly display all the equipment?
    Weapons, Shields, Belts, Helmets etc. on top of all the usual layers (Body, Hair, beard, eyebrows etc.)

    Any Tips are very much appreciated.

    @Rhino you seem to be the CCEX guru :) do you have any idea?
  12. Miyoko said:
    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...

    View attachment 182495

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

    View attachment 182496

    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?

    View attachment 182497

    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...

    View attachment 182499

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

    View attachment 182500

    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...
    Look for front hair part 2 in the files
  13. So I've got this working for the most part, but for some reason when I "Save and exit" creating my character it... Doesn't actually update the character and apply the new sprite. Am I missing a step?
  14. hello, how can I make the plugin have different genders whether boy or girl and the choice also change the options in the creator??? type with BOY OR GIRL variables. and this lock and unlock options.

    "If Gender variable = n, allow this folder of pieces"
    like that, anyone can help me??
  15. Fixed my old problem! How to hope someone sees this!...

    I'm trying to remove all functionality of face generation from the character creator but I'm struggling to do so. Seems I'll have to pluck it out of the script itself, but, it's giving me trouble. The best I've been able to do is redirect the face output to something else.


    Game_Actor.prototype.getCreatorBitmapFace = function() {
    return $gameCharacterCreations.buildBitmapFace(this.actorId());
    };

    I feel like this is a step in the right direction... Playing with it, I was able to make it output the created sprite sheet, but I can't get it to stop forcing the image into everything.

    Later on, if you search for
    Game_CharacterCreations.prototype.buildBitmapFace = function(id, info) {

    the second last line is
    const bit = Bitmap.snapSprite($gameTemp.faceConstructor._sprite, _.faceFileWidth, _.faceFileHeight);

    Could this be changed to something? Or am I way off base?
  16. EDIT: Solved my own problem. Make sure your party is well defined in your System1 settings before attempting to use this plugin, otherwise you may not see changes to your characters!

    I have an additional question. When I add resources into the Character Creator, they get cut off. Is there a way to make the window size smaller, to collapse the options into the same window, or to make the window scrollable like the options menu?
  17. The Walk animations are not appearing in VisuStella's ItemsEquipsCore plugin's Shop. Here is the relevant JS for drawing actor data:

    Draw Actor Data
    // Draw Actor Data
    const actorMax = $gameParty.maxBattleMembers();
    const actorWidth = Math.floor((width - paramWidth) / actorMax);
    paramWidth = width - (actorWidth * actorMax);
    for (const actor of $gameParty.battleMembers()) {
    const index = $gameParty.battleMembers().indexOf(actor);
    const actorX = paramX + paramWidth + (index * actorWidth);
    this.changePaintOpacity(actor.canEquip(this._item));
    this.drawActorCharacter(actor, actorX + (actorWidth / 2), tableY);
    let actorY = tableY;

    Is there a way to modify this code so that the game correctly reads the Down Walk sprites/animations of the Dynamic Actors?

    EDIT:

    Finally figured it out!

    SOLUTION
    // Draw Actor Data
    const actorMax = $gameParty.maxBattleMembers();
    const actorWidth = Math.floor((width - paramWidth) / actorMax);
    paramWidth = width - (actorWidth * actorMax);
    for (const actor of $gameParty.battleMembers()) {
    const index = $gameParty.battleMembers().indexOf(actor);
    const actorX = paramX + paramWidth + (index * actorWidth);
    this.changePaintOpacity(actor.canEquip(this._item));
    this.drawCustomCharacter(actor, actorX + (actorWidth / 2), tableY);
    let actorY = tableY;
  18. I had setup the srd ex and and the onscreen charactor changed to the new custom charactor sprite. But some of my plugins dont use the new srd custom charactor sprites eg face, battle, etc , how do i setup so that all my plugins will use the new custom charactor sprites instead of using back old charactor default sprites?
  19. Does anyone know how to make custom categories colorable? I changed beast ears to ears, and switched out the assets. The only mention of "Beast Ears" in the .js is in one block. I tried copying the data from "Nose" onto "Ears" but it's still not giving the open to change colors in the menu.

    1719267218462.png
    The file you need to edit is in the Data folder. I assumed wrongfully that you need to edit the JS.