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There is now a website you can use to share your custom content with other users! But you're still welcome to use this page to share and discuss content.

Below is a list of finished custom (user-made) content. To add these characters, in most cases you can extract the downloaded file to the game's main directory and you're set. Depending on how the author has organized them, it may be necessary to move files to the appropriate directories. (Custom content has not been tested by me)
Note: After new content has been added, old saves won't be compatible.

<-------------------------------------------------------------->

Yuu Lambaria
Author: KimotoDragoon
Content types included: story, profile, tachie, music




Joruri
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music
(Requires Masako, Junko, and Clean Mode off)




Emiko
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music



Junko
Author: Nekochi
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Uchioniko (4 characters)
Author: Marrend
Referring post: here
Content types included: story, profile, tachie, music





21 Ways
Author: dude797
Referring post: here
Content types included: story, profile, tachie, music
(For this content, it is recommended playing with Clean Mode off, if you have unlocked it)





Masako
Author: Marrend
Referring post: First post on the page!
Content types included: story, profile, tachie, music




<-------------------------------------------------------------->

If you have posted custom content in this thread, I will (eventually) add your link to the list above, along with a small screenshot if you have included one. Be sure to test your content in-game before posting.


Helpful things:

--> Medium build girl, the .psd that was used to create the built-in characters, is available with layer names in English.

--> Not feeling artistic? You can use any of these images for making custom characters.

--> Notepad++ with syntax highlighting for Heartache 101 can be a big help with story creation.

--> If you are writing story content that includes the appearance of existing characters (built-in or custom), the following list may be of reference:
ID 0 = The Player
ID 1 = Nakajima Miki
ID 2 = Ikeda Keika
ID 3 = Onishi Tsubasa
ID 4 = Kaneshiro Shihoko
ID 5 = Kaneshiro Riho
ID 6 = Sato Akari
ID 7 = Hiraoka Hinami
ID 8 = (Secret character)
ID 9 = Watanabe Junko
ID 10 = Mitsuya Masako
ID 11 = Monotami Ruri
ID 12 = Nemoto Mayu
ID 13 = Terakado Shoko
ID 14 = Shirazu Izumi
ID 15 = Watanabe Aoi, Lambaria Yuu
ID 16 = Ran Fujioka
ID 17 = Torako Koizumi
ID 18 = Yumemi Tanno
ID 19 = Umehara Joruri
ID 21 = 21 Ways
ID 22 = Kirinashi Kyouki
ID 23 = Reserved for Nekochi
ID 24 = Reserved for Nekochi
ID 25 = Kuwabara Emiko
ID 26 = Reserved for triad2
ID 27 = Katanashi Seira
...
ID 30 = Vacant
ID 31 = Maeda Eriko
ID 32 = ? Genji
ID 33 = Vacant
...
ID 39 = Vacant
ID 40 = Konohana Midori
ID 41 = Natsume Rika
ID 42 = Vacant
ID 43 = Vacant
ID 44 = Hasegawa Kanon
ID 45 = Vacant
...

(Note: You don't need to care about this list if your story events will not include existing characters, as ID numbers for characters in separate files don't have to be unique)

--> Finally, I've listed the game cheats here. You can use these during story events to test your content:
SHIFT + F5 -- Adds 10 to Looks
SHIFT + F6 -- Adds 10 to Athletics
SHIFT + F7 -- Adds 10 to Personality
SHIFT + F8 -- Adds 10 to Mind
SHIFT + F9 -- Adds 10 to Soul
ALT + F5 -- Adds 1000 to yen
ALT + F6 -- Active speaker's affection decreases by 100
ALT + F7 -- Active speaker's affection increases by 100
ALT + F8 -- Advances the calendar by 1 day
ALT + F9 -- Advances the calendar by 7 days


Posts

Marrend
Guardian Angel of the Description Thread
17371
I haven't 100% tested this character in the game engine proper, but here's my contribution.

Extracting the files into the base Hearthache directory (wherever you put it) should put the files into their proper directories. If, for some reason, they do not, I think the file names (or types) make it clearly evident where they should be.

This particular character doesn't even make an appearance in the game until around Day 30 with a HIGH priority event (starting at Day 25) that points to where she is "introduced". However, I highly advise you to make an alternate save file, as she requires a certain stat to be a certain number or less, and the location where she can be found is where the stat in question is normally "buffed".

If you have any questions, suggestions, or have any issues with this character, please don't hesitate to PM me, or make a comment on this page.
Cool :)
But there are some issues that need to be addressed before it will work. Sending you a PM....
Marrend
Guardian Angel of the Description Thread
17371
Well, unless I'm terribly mistaken, the issues have been ironed out. The old link should be the updated version.

If not, then the old version must somehow be overriding the newer one. Despite the fact that I specifically removed the old version, only to replace it with the newer one. Kinda like how editing/changing images on a game page won't change the thumbnail, despite how the image itself changes.

Anyway, if there's anything else, I think you know the drill?
Masako sounds a bit like masaka, which means 'never' in Japanese, clever, leading you to unconsciously feel for the character.
Marrend
Guardian Angel of the Description Thread
17371
With the generous help of flowertheif, we have some custom graphics for Masako (she was using Akari's graphics before). Pretty damn close to how I envision her too! As such, there has been an update.

The old link should still work! In theory, anyway...

*Edit: In the hopes to avoid future custom content overlap, Masako has an "ID" of 10.
@Marrend: The ID-10 thing shouldn't be necessary. If I'm reading the custom-content manual correctly, they only have to be individual within each file, and it would be perfectly fine to have Masako be ID-1 from one file and Miki be ID-1 from another (for example).

I may be reading that wrong, though.

With that being said, I was still getting a few parsing issues from the new story content (a few lines that were supposed to be comments but weren't marked as such, a location listed as "convenience store" rather than "convenient store", etc). I think that I got the most recent version of your content (since it had the images in it), but I'm not entirely sure.

edit: partial nevermind, I was trying to run these off of v0.20, which apparently used different syntax. Still getting some commenting errors in the story file, as well as an error with a branch that I don't have enough knowledge to fix.
That's correct. The only exception would be if you want Miki to appear in a scene with that character, but I don't recommend involving the built-in chars in custom stories because if your players have Clean mode on they won't be able to see those stories.

Briefly looking at the file again, there's some instances of "AFFINITY UP" instead of "AFFECTION UP". Also, "NUMBER UNKNOWN" should be "PHONE UNKNOWN".

I'm going to be putting up some sets of images that anyone can use to make characters. Designing the appearance of characters is the fun part for me :)
@flowertheif.
i havent dabbled TO much in the custom content (mostly just re writing some conversations) but im wondering if controling contet will always be like this. i had a thought the other day. mabey you could add, and edit scenes in game (mabey a option somwhere in the menu after you have beaten the game once) where you can go and it opens a menu saying things like "choose who" ,"chooses where" ,"choose
character(s)" ,download pictures you can use as the characters, ect.
i havent started writing story because im a little scared i might break the game...that and i dont have any pictures to use unless i want msPaint characters...wich i have honestly thought of, but even with my patient hands, my characters come out a little lumpy.
You mean like a friendly user interface? I would love for Heartache 101 to have something like that. Unfortunately, implementing it would be no trivial matter, at least in RPG Maker XP, which has no objects for text edit fields or anything like that. Nor do any suitable scripts for text input exist that I'm aware of. (I did go looking a few months ago) So given that it would have to be built from the ground up which would be a lot of work, I've no plans to tackle that any time soon. Maybe someone else would like to offer to build such an interface?

And don't be scared to break the game! This is beta-testing so I want you to break it if you can. As far as images for characters, I'll get some up real soon.
Marrend
Guardian Angel of the Description Thread
17371
@Marrend: The ID-10 thing shouldn't be necessary. If I'm reading the custom-content manual correctly, they only have to be individual within each file, and it would be perfectly fine to have Masako be ID-1 from one file and Miki be ID-1 from another (for example).

Well, I was half thinking of sliding in a scene with Miki, so that's why I had her at 10 rather than 1. It never happened, but who knows? Maybe somebody would want to make content using all the base characters and my custom-made one? That's the kind of thing I think we want to aim for, but that's just me talking.

As for spaz not wanting to break the game open, I wouldn't worry too much about it. For example, I tried to hack the save file for affinity values, but all I ever got was error messages when attempting to load the hacked file. Of course, I made a back-up, so I wasn't totally screwed over. Though I knew where and what I changed, but having the back-up helped smooth things over.

If I had AFFINITY UP rather than AFFECTION UP, (or NUMBER UNKNOWN vs. PHONE UNKNOWN) the system never gave me an error message about it when it loaded up. However, I never really checked to see how it failed(?) to work in the game engine proper (proving how lazy I can be). I'll be looking at Masako again, and making another update if need be.

*Edit: Yeah, I made another update. If I bothered to look at my code with more scrutiny, much of this could have been avoided. As things stand, I must apologize.
author=Marrend
If I had AFFINITY UP rather than AFFECTION UP, (or NUMBER UNKNOWN vs. PHONE UNKNOWN) the system never gave me an error message about it when it loaded up.


Yes, this is the design decision I made. Any line that the game is unable to recognize as a command it assumes to be a speaking line. The advantage is that speaking lines requires no syntax and is easy for users to learn. The disadvantage is that no errors or warnings are issued when a command is typed wrong.

I could almost have gone either way on this decision, but what nudged me towards the no syntax approach is the knowledge that users would have Story Test mode available to test their stories, in which any mistyped commands falsely assumed to be speaking lines would become obvious. Which is not to say it would be impossible to persuade me to rethink the implementation if the case could be made. These are just the kind of issues I want feedback on.
Marrend
Guardian Angel of the Description Thread
17371
I think I understand the thought process behind that design decision. I mean, as far as "AFFINITY UP" goes, I could totally see the player character have that as a "thought bubble". Not too sure about "CONDTION = 10 LOVE" or what-have-you, but, like you said, being able to observe these things via Story Test Mode would help smooth out details like that.

That I didn't have Story Test Mode unlocked until after about the second revision (though I must admit to not having used it anyway) says something about either how intuitive the system could be, or maybe something else I'm not quite aware of.

Anyway, Masako is lonely on this page. She needs friends!
"CONDTION = 10 LOVE" should still produce an error since it's part of the header. (the parser isn't yet expecting speaking lines)
Here are 10 tachie sets that anyone may use for creating characters for the game. Each set includes 7 images; one for each of the basic moods. Of course the same free template that was used to make the built-in characters was used to make these. If you'd like to edit any of them further, let me know and I can send you the .psd file.


Character 20


Character 21


Character 22


Character 23


Character 24


Character 25


Character 26


Character 27


Character 28


Character 29


Of course as a player, if you're so inclined, it'd be very easy to add these to your game so that you have 10 more girls running around, albeit generic ones.

hmmm im thinking about 29, 28, and 26...but one of them needs hats....ill need to edit that in mabey
I might also sugguest that when someone uploads a DLC, you set up a link in the Page like, for example,

Masako (linked to the d/l) Created by Marrend (link to him). Just a suggestion.
Marrend
Guardian Angel of the Description Thread
17371
Maybe I'm talking to myself here, but, to be consistent, I'd say that such links would be part of the body of this page. What I was thinking was, after the paragraph that says "Share with us what you've made!" have another paragraph that says "Here's what we got so far:" followed by the necessary list of links.

Though, seeing more than one object on that list would be nice to see...
It's a good idea but I'll wait a bit before adding the link to the page so that users have time to update and revise it.
Marrend
Guardian Angel of the Description Thread
17371
@ flowerthief: And by "users" updating and revising, you mean me, right? ;)

Speaking of updates, I playtested Masako, and actually beat the game getting her character-specific ending, as well as just getting a "normal" generic ending with her. Though I must argue that having her Heartache counter increment after a certain event is nonsensical, but I worked with what I had.

In any event, it was kind rough on my nerves, but I managed to end the game with her in a LOVESICK state. Her Heartache meter was 3/3, or something like that, but I managed by sheer luck. Though, knowing when the prompt for the fast-forward method comes around did help a bit.

Anyway, I've updated Masako to an actually playable form. If there's still bugs, or anything, I'd like to hear of them.
Hey marrend, i was reading in your file that you imagined your character as having blue eyes and um, large proportions. Anyway, i re-created flowerthiefs designs of your character, but with the mods you wanted. Check em out, see if you can use em.

Masako neutral


Masako friendly


Masako love


Masako angry


In a separate note; i found a tachie call error.
In story 2, branch D, there is a typo in Unfriendly, which cause the image not to be called