![]() ![]() Feel free to delete the other character defaults there. THEN from there in that same Database go to Systems and change "Starting Party" by right click, and pick the name of the actor of your customize character to play as them. Then just get rid of the base sprite and presto, there. On a separate layer, draw the new generator piece, for each frame, right in place. All you have to do is look through them and find your sprite then you can program your eventing with that sprite.Įdit: If I read you wrong and you don't want to use that sprite for your event and actually want to use it as USER go to Database > Actors "change maximum of actors" (assuming you don't want to delete the default actors) click the spaded image box for character, find your customized and hit confirm. Ive never done it for MV but if it works like any of the other character generators Ive used (which Im sure it does), heres what I did: Take a base sprite for a template, no hair or whatever, just naked. ![]() You should see all the character images there along with your customized generator sprite you made in MV. To through a character down on the map go to "edit mode" where you see the grid then right click "new" which props open an event editor then click on "image" (this should be a white & gray spaded box in the lower left corner near priority, frequency, speed etc.). Tested MV DLCs: Add-on Vol. I finally have access to all DLC packs and have compiled a list of problems when importing them, as well as what to do to resolve them. ![]() For RPG Maker MZ, see the update section below. They should already be there in your MV files unless you made actual customized character sheets using Photoshop/Gimp/et. NOTE: first section of this post is specifically for RPG Maker MV and MV-compatible generator DLCs. ![]()
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