![]() You are not forced to fill out all of the properties however. Now within these colors, you may customize the: ![]() The colors are set up using JSON arrays, meaning:Īs you can see, each “color” is separated into its own brackets.Įvery color is followed by a comma except for the last one. Self explanatory, the color-customization section… is a bit more “Character Creator Editor” in the Super Tools Engine are pretty While most of the properties that can be manipulated in the This would enable the character creator images again. Of course, simply set “actorId” to the Actor ID you wish to disable In order temporarily distable the custom images set up for an Actor, use Set “id” to the ID of the Actor who has the Custom Face you wish to use. It can be any face image, it just needs to be there.Ģ) Use the following notetag in the “Show Text” box: If you wish to have a character’s custom face used in a “Show Text”,ġ) Make sure there is a face image selected for the “Show Text” event. You can also set an event to use a dead custom character using: This will set the event to use the custom image of the actor specified If you wish for an event to use a custom character image, simply use This will set it so the Actor defind by “actorId” will have their Use the following Plugin Command to make an Actor use their “dead” Set “actorId” to the Actor ID of the Actor you wish to create images for. In order to set up the Character Creator, use the Plugin Command: The “_-Background” images are used as piece backgrounds in the ![]() The “CustomCharacter” and “CustomFace” will be used in scenarios whereĪ custom character’s Character or Face image cannot be loaded. The “Background” image will be used as a background for the character Within each of these folders, you’ll also need 4 more folders:Īs you can probably guess, each of those folders will contain theĬorresponding walking, dead, face, and side-view parts of theįor example, in order to store the “Face” parts of the “Body” sectionįinally, you’re also going to need a couple required images placed in: Within this folder, you need a folder for each section, for example: In order to set up the “generator” pieces, you need to create a newįolder in the “img” folder called “character-creator”. With this, you’ll be able to easily customize the various properties Simply go to:ĭatabase EX BAK Custom Editors BAK Character Creator Editor In order to modify the properties of the sections and pieces, one must Once an Actor has been assignedĪ custom character, that character will be used on the map and in side. Upon at any time and assigned to an Actor. ![]() This is a plugin that allows players to create their own custom charactersĪ menu system in which the player can create a character can be called Remember these offsets don't affect collision.This is a plugin that allows players to create their own custom characters in game (+more!). update 7.2- Added xoff, yoff, and zoff to tiles. The configuration is a little complex so I might edit this post or make a new post later with more instructions, but here's a few examples.ī,3-4,14-15:mesh(c)\įor more examples, see the mesh test map in the demo project. The following will affect all 4 layersĪnd the big feature, you can now define custom meshes without imported models. To affect multiple layers with the same configuration, you can use a dash. Regions can also be made to affect other layers now.įor exmple, the following will configure layer 4 of region 33. This means you can use texture(0) instead of texture(B,0,0), for example, for the empty tile texture. Texture definitions can take a tile id now instead of an image and coordinates. If you end a configuration line with a back slash, you can continue on the next line. You can configure multiple tiles at once, like this: The difference is inline configurations only work for one line. (The above example is how the crates in the screenshot are made)įlat shaped tiles can now be rotated, and their width can be changed with width() to make them thicker or thinner than a regular tile.īlock configurations and inline configurations are now interchangeable anywhere. There is also a rand function available to get different random values for the same tile. r is a random value based on the tile or event's position. X and Y are the coordinates of the tile or event. Three variables are supported: x, y, and r. Math expressions can be used inside some configurations. ![]()
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