These notetags allow you to assign a width and Problematic when trying to calculate the sprite's width/height for various Dragonbones armatures have no standard width or height. If a number is too small, it may not animate at all. Replace 'x' with a number value depicting how fast the armature should Lets you adjust the time scale for the Dragonbones armature. Use negative values to flip the Dragonbones armature around. Use the 2nd/3rd notetags to assign Scale X and Y values separately. Use the 1st notetag to assign values to both Scale X and Scale Y. This scale will be amplified by the character's sprite's scale value. This is for those instances where a Dragonbones armature is too large or Sets the base scale for the Dragonbones associated with this map sprite. The listed assets must be found in the assigned assets folder. It will be used to check for associated filenames that end with _ske.json, The name will be associated with the assets used. Sets the DragonBones associated with this map sprite to be 'filename'. Used for: Actor, Event Notetags and Event Page Comment Tags In the case of events,īoth notetags and comment tags can be used to determine what settings to useīe cautious when using Comment Tags for event pages since comments contain a
These notetags can be used for actors and events. Original sprites before will become invisible and will be replaced with the You can use Dragonbones armatures as map sprites. Mind in order to make the armatures animate smoothly within your game. You will need to create your Dragonbones armatures with these 5 key rules in Speeds and the Dragonbones armature will do the same to follow. When dashing, that multiplier increases by 1 in order to match movement To the number written on the left of the movement speed. In other words, the speed animated is equal '6: x4 Faster', it will animate 6x faster while '1: x8 Slower' will be at It will animation 4x faster than what's seen in Dragonbones. When a Dragonbones armature is moving, it will animate slower or fasterĭepending on the character's current movement speed. For example, dashing becomes the following:ĥ. Streamlining, with a priority given to the horizontal direction before These numbers are added onto the priority system listed in #3 above, too.ĭiagonal directions also become split and added multiple times for better These numbers are based off the NumPadĭirections to determine which way to face: To do so, add a number after the animation's name like such: You can add directional animations for your Dragonbones armature motionĪnimations. Name the animations for the Dragonbones armature as such to make the mostĤ. If theyĭon't, the motions may request a different animation down the line. If the animations exist, it will play those motions. Certain motions will request specific animations from the DragonbonesĪrmature. Things that you would see happen would include clipping into the tops ofģ. Into the tile layer above or to the side due to how the Tilemap works.
When using Dragonbones armatures that are too tall or wide, they may clip Won't stop the plugin from functioning properly, expected behaviors mayĢ. If the number of vertices exceeds 99, strange things will occur to theĭragonbones armature that are outside of this plugin's control. Any and all sprites added to the Tilemap have some restrictions Is because the Dragonbones armature is added as a sprite to the game's Try not to use more than 99 vertices for meshes.
The exception to this will be Blend Modes aren't supported.ġ. Tint) will also be shared and/or amplified with the Dragonbones armature. The properties used by a picture (ie the opacity, scale, rotation, and Point of the Dragonbones armature will be located.ģ. This X, Y coordinate point will be where the root/pivot The Dragonbones armature will always be anchored at the X, Y coordinates Make your Dragonbones armatures with this in mind.Ģ. When a Dragonbones armature is loaded, it will play the "Idle" animation The following are behaviors that you will need to come to expect out ofĭragonbones armatures when used with map sprites.ġ.
Dragonbones Integration plugin for RPG Maker MV by Yanfly Engine PluginsThe required Dragonbones Integration plugin can be downloaded from here: Place this plugin under KELYEP_DragonBones in your Plugin Manager list.Ĭredit to TheGreenKel, Yanfly, and Irina must be given upon using this. This is an extension plugin for KELYEP_DragonBones. Well as (also optional) unique animations for each direction. Dragonbones map sprites can (optional) have uniqueĪnimations for standing idle, walking, dashing, jumping, and/or climbing as On the map to use as map sprites and animate them through plugin commands or The plugin enables the ability to attach Dragonbones armatures to characters