public

Rpg Maker Developers Group

Simple enough for a child, powerful enough for a developer

2 Followers

In Game Character Generator (Yanfly Common Event)

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: In Game Character Generator (Yanfly Common Event)
  • Original author: Rubescen
  • Original date: May 21, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/in-game-character-generator-yanfly-common-event.62180/
  • Source forum path: Game Development Engines > RPG Maker Tutorials > RMMV Tutorials

Summary

Ahlan All, I've been lurking on these boards for a while (1000+ XP hours), but now that I'm delving into MV I thought I'd try to contribute. Thus a brief tutorial for  a character generator using MV and Yanfly's Common Events Menu Plugin (You'll also need/want the Yanfly Core Engine, and Message Core; update: it seems you may also need the Battle Engine Core). There are other character generator tutorials available (Driftwood Gaming has a good one), but none take advantage of Yanfly's recent plugin, which allows more visual options. What...

Archived First Post

Ahlan All,


I've been lurking on these boards for a while (1000+ XP hours), but now that I'm delving into MV I thought I'd try to contribute. Thus a brief tutorial for  a character generator using MV and Yanfly's Common Events Menu Plugin (You'll also need/want the Yanfly Core Engine, and Message Core; update: it seems you may also need the Battle Engine Core).


There are other character generator tutorials available (Driftwood Gaming has a good one), but none take advantage of Yanfly's recent plugin, which allows more visual options. What follows is the basic setup (video version), which could be expanded on with more images.


Create a game (of course); Create an event set to autorun.  This event can have a message text. But needs to call for the player name using the editor command, input processing.


With this complete you can use a simple choice command to ask for gender (or anything) at this point Yanfly's engine comes into play. I have Gender choice associated with a variable so that I can call recall the player's decision at a latter point. In any case have the choice call a common event with the following details:


Plugin Command: SetCommonEventMenuSettings Default Setup
Plugin Command: ClearCommonEventMenu
Plugin Command: DisableCommonEventMenuCancel
Plugin Command: AddCommonEventMenu 8 through 15 ##these correspond to the various picture events in the common event database
Plugin Command: OpenCommonEventMenu



This calls a common event via the Yanfly plugin, and blocks cancellation of that event. 8 through 15 in this case correspond to the additional options  outline below. Change those numbers as necessary.



Common Events 8 through 15 (or whatever) each have a set of addtional [comment] scripts associated with them via Yanfly's plugin.


Comment: <Picture: male1> ##The file name of the picture associated with this option
Comment: <Help Description>
Select a portrait: ##this can be any text you like
</Help Description>
Comment: <Subtext>
Portrait 1 ##this can be any text you like
</Subtext>
Play SE:Load(90, 100, 0) ## this plays a sound -- it is a generic engine sound call
Change Actor Images: Player, PlayerSelectFaces1(0), PlayerSelectMaleChar(0), PlayerSelectMaleBattler1 ##This sets the actor image to the file of your choice; same with character and battler.



With those details set for each common event 8-15 (or however many), you now have a functional character generator. If you want pictures, you'll need each of the files associated with the picture to be unique (in this case I have 8 different male portrait options, and 8 female options, where I've gray scaled the "non-selected" portraits, thus 16 total .png images).


You can additionally ask for class (and in this case use the same sort of commands as above to change images). Finally, using labels you can give a player the option of returning to earlier choices using a choice call, "jump to label: [name]".


If you want to allow the player to see the face image they choose automatically you'll need to use the command \af[#] (\ac[#] for class), using Yanfly's message core. Otherwise this gets the basic idea across.


Here is a video showing the setup: Character Generation Tutorial ; And here is a simplified demo version.



Let me know if you have questions/comments/critiques.

Downloads / Referenced Files

Log in to download

Log in, then follow the RPG Maker Developers Group to see these download links.

Log in to download
Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

#039#these#the#this#rpg-maker-archive

Replies (0)

No replies yet.

0 replies 1 view

Log in to reply.

User Avatar