Dragonbones Union VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.


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DragonbonesMapPlayer.gif

DragonbonesBattler.gif

DragonBonesAnimate.gif


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.


Support VisuStella

Click here if you want to help support VisuStella on Patreon.


Introduction

DragonBones allows your games to use skeletal animation, a type of computer animation in which a character (or object) is represented by skins/textures and a digital set of interconnected bones (called the skeleton). Using a set of instructions, the game will create animations based off these skins, skeletons, and instructions to create beautifully smooth and light-weight movements.

This plugin gives you such control over various facets of your game: the battle system, event pictures, and map sprites for characters. Various plugin commands, notetags, and comment tags are added through this plugin to give you as much control as you need over Dragonbones from the RPG Maker MZ editor itself.

The version of Dragonbones used for this plugin is 5.7.002b. More information can be found at http://dragonbones.com/

Features include all (but not limited to) the following:

  • Adds Dragonbones support to RPG Maker MZ.
  • Dragonbones armatures can be used as battler sprites.
  • Dragonbones armatures can be attached to event pictures.
  • Dragonbones armatures can be inserted into the map as character sprites.
  • A variety of Plugin Parameters, Notetags, and Plugin Commands to control the Dragonbones armatures and their animations.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

  • Dragonbones*

Note: You can download this library from the below URL or from the Dragonbones Union product page.

Install it as a Tier 0 plugin.

MZ Version: Scroll down and click Download Demo (Free)

OG URL: Library Download


Tier 2

This plugin is a Tier 2 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Dragonbones Armature Behaviors

DragonbonesBattler.gif

Dragonbones armatures have certain behaviors when used with battlers, pictures, and/or map sprites.

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1. When a Dragonbones armature is loaded, it will play the 'idle' animation or whatever is set inside the Plugin Parameters => General Settings => Loaded Animation field upon loading. Make your Dragonbones armatures with this in mind. At other times, the 'idle' animation will be used as a base defaulting animation.

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2. The Dragonbones armature will always be anchored at the X, Y coordinates of the target. This X, Y coordinate point will be where the root/pivot point of the Dragonbones armature will be located.

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3. The properties used by a sprite (ie the opacity, scale, rotation, and tint) will also be shared and/or amplified with the Dragonbones armature. The exception to this will be Blend Modes aren't supported.

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IMPORTANT!! Dragonbones Armatures as Map Sprites

DragonbonesMapSprites.gif

If you plan on using Dragonbones armatures as map sprites, please keep in mind that there will be certain limitations and properties regarding them, which will be listed below:

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1. Try not to use more than 99 vertices for meshes. The reason behind this is because the Dragonbones armature is added as a sprite to the game's Tilemap. Any and all sprites added to the Tilemap have some restrictions placed on them as per Pixi JS's design. The Dragonbones armatures are no exception to this.

If the number of vertices exceeds 99, strange things will occur to the Dragonbones armature that are outside of this plugin's control. While it won't stop the plugin from functioning properly, expected behaviors may happen due to the threshold.

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2. When using Dragonbones armatures that are too tall or wide, they may clip into the tile layer above or to the side due to how the Tilemap works. Things that you would see happen would include clipping into the tops of trees and structures.

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3. Certain motions will request specific animations from the Dragonbones armature. If the animations exist, it will play those motions. If they don't, the motions may request a different animation down the line. The request orders are as follows:

   Jumping:
   - jump, walk, idle

   Rope (Climbing) (Requires: VisuMZ_1_EventsMoveCore):
   - ropeclimb, ladderclimb, walk, ropeidle, ladderidle, idle

   Rope (Idle) (Requires: VisuMZ_1_EventsMoveCore):
   - ropeidle, ladderidle, idle

   Ladder (Climbing):
   - ladderclimb, walk, ladderidle, idle

   Ladder (Idle):
   - ladderidle, idle

   Dashing:
   - dash, walk, idle

   Walking:
   - walk, idle

   Idle:
   - idle

Name the animations for the Dragonbones armature as such to make the most out of the motion priority lists.

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4. You can add directional animations for your Dragonbones armature motion animations. To do so, add a number after the animation's name like such:

   walk2, walk4, walk6, walk8.

These numbers are based off the NumPad directions to determine which way to face:

   7 8 9
   4   6
   1 2 3

These numbers are added onto the priority system listed in #3 above, too. Diagonal directions also become split and added multiple times for better streamlining, with a priority given to the horizontal direction before the vertical direction. For example, dashing becomes the following:

   Dashing (Upper Left):
   - dash7, dash4, dash8, dash,
     walk7, walk4, walk8, walk,
     idle7, idle4, idle8, idle

   Dashing (Right):
   - dash6, dash,
     walk6, walk,
     idle6, idle

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5. When a Dragonbones armature is moving, it will animate slower or faster depending on the character's current movement speed. At speed '4: Normal', it will animation 4x faster than what's seen in Dragonbones. At speed '6: x4 Faster', it will animate 6x faster while '1: x8 Slower' will be at x1 speed seen in Dragonbones. In other words, the speed animated is equal to the number written on the left of the movement speed.

When dashing, that multiplier increases by 1 in order to match movement speeds and the Dragonbones armature will do the same to follow.

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You will need to create your Dragonbones armatures with these 5 key rules in mind in order to make the armatures animate smoothly within your game.

Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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Dragonbones Battler Notetags

DragonbonesBattler.gif

The following notetags are to be assigned to either actors and/or enemies. An assigned actor/enemy will have their original sprite hidden from view in favor of the Dragonbones armature to be displayed. Use these notetags to declare various settings for your Dragonbones armatures.

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<Dragonbones Battler: filename>

- Used for: Actor, Enemy Notetags
- Sets the DragonBones associated with this actor/enemy to be 'filename'.
- The name will be associated with the assets used.
- It will be used to check for associated filenames that end with _ske.json,
  _tex.json, and _tex.png.
- The listed assets must be found in the assigned assets folder.

Examples:

<Dragonbones Battler: Demon>
<Dragonbones Battler: DragonBoy>
<Dragonbones Battler: Swordsman>
<Dragonbones Battler: Ubbie>

---

<Dragonbones Battler Scale: x, y>

<Dragonbones Battler Scale X: x>
<Dragonbones Battler Scale Y: x>

- Used for: Actor, Enemy Notetags
- Sets the base scale for the Dragonbones associated with this actor/enemy.
  This is for those instances where a Dragonbones armature is too large or
  small and needs to be scaled down/up.
- This scale will be amplified by the actor/enemy's sprite's scale value.
- Use the 1st notetag to assign values to both Scale X and Scale Y.
- Use the 2nd/3rd notetags to assign Scale X and Y values separately.
- Use negative values to flip the Dragonbones armature around.

Examples:

<Dragonbones Battler Scale: -0.3, 0.3>

<Dragonbones Battler Scale X: -0.3>
<Dragonbones Battler Scale Y: 0.3>

---

<Dragonbones Battler Offset: x, y>

<Dragonbones Battler Offset X: x>
<Dragonbones Battler Offset Y: x>

- Used for: Actor, Enemy Notetags
- When a Dragonbones armature is attached to an actor/enemy's sprite, it
  will always be attached at the root point assigned within the Dragonbones
  data. If a Dragonbones armature has a root point that does not fit well
  with your battler sprite, you can offset it using these notetags.
- Replace 'x' and 'y' with number values representing how many pixels you
  want to offset the Dragonbones armature by.
- Use the 1st notetag to assign values to both Offset X and Offset Y.
- Use the 2nd/3rd notetags to assign Offset X and Y values separately.
- Use negative values to offset to the left (X) or up (Y) directions.

Examples:

<Dragonbones Battler Offset: -10, 5>

<Dragonbones Battler Offset X: -10>
<Dragonbones Battler Offset Y: 5>

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<Dragonbones Battler Size: width, height>

<Dragonbones Battler Width: x>
<Dragonbones Battler Height: x>

- Used for: Actor, Enemy Notetags
- Dragonbones armatures have no standard width or height. This makes it
  problematic when trying to calculate the sprite's width/height for Action
  Sequences and the like. These notetags allow you to assign a width and
  height value to the sprite, despite the fact the Dragonbones armatures
  have no such thing.
- Replace 'width', 'height', or 'x' with number values representing the
  dimension values in pixels.
- Use the 1st notetag to assign values to both Width and Height.
- Use the 2nd/3rd notetags to assign Width and Height values separately.
- If these notetags aren't used, then use the values defined by default in
  Plugin Parameters => Battler Settings => Default => Width/Height.

Examples:

<Dragonbones Battler Size: 50, 100>

<Dragonbones Battler Width: 50>
<Dragonbones Battler Height: 100>

---

<Dragonbones Battler Time Scale: x>

- Used for: Actor, Enemy Notetags
- Lets you adjust the time scale for the Dragonbones armature.
- Replace 'x' with a number value depicting how fast the armature should
  animate.
  - 1.0 is the default value.
  - Higher numbers animate faster.
  - Lower numbers animate slower.
  - If a number is too small, it may not animate at all.

Example:

<Dragonbones Battler Time Scale: 1.5>

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<Dragonbones Battler Motion Walk: animation>
<Dragonbones Battler Motion Wait: animation>
<Dragonbones Battler Motion Chant: animation>
<Dragonbones Battler Motion Guard: animation>
<Dragonbones Battler Motion Damage: animation>
<Dragonbones Battler Motion Evade: animation>
<Dragonbones Battler Motion Thrust: animation>
<Dragonbones Battler Motion Swing: animation>
<Dragonbones Battler Motion Missile: animation>
<Dragonbones Battler Motion Skill: animation>
<Dragonbones Battler Motion Spell: animation>
<Dragonbones Battler Motion Item: animation>
<Dragonbones Battler Motion Escape: animation>
<Dragonbones Battler Motion Victory: animation>
<Dragonbones Battler Motion Dying: animation>
<Dragonbones Battler Motion Abnormal: animation>
<Dragonbones Battler Motion Sleep: animation>
<Dragonbones Battler Motion Dead: animation>

- Used for: Actor, Enemy Notetags
- Use these notetags to assign Dragonbones animations to play when the
  actor/enemy sprite is supposed to play such a motion.
- Replace 'animation' with the name of the Dragonbones animation.
- If this notetag is not used, when such a motion is rquested, it will
  default to attempting to play the animation name equal to the motion.
- Animation names do not need to be case sensitive.
- If no animation is found, then no animation will be played.

Examples:

<Dragonbones Battler Motion Wait: idle>
<Dragonbones Battler Motion Swing: attack>
<Dragonbones Battler Motion Thrust: attack>
<Dragonbones Battler Motion Missle: attack>
<Dragonbones Battler Motion Skill: special>
<Dragonbones Battler Motion Spell: special>
<Dragonbones Battler Motion Dead: defeated>

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<Dragonbones Battler Settings>
 Battler: filename

 Scale: x, y

 Scale X: x
 Scale Y: x

 Offset: x, y

 Offset X: x
 Offset Y: x

 Size: width, height

 Width: x
 Height: x

 Time Scale: x

 Motion Walk: animation
 Motion Wait: animation
 Motion Chant: animation
 Motion Guard: animation
 Motion Damage: animation
 Motion Evade: animation
 Motion Thrust: animation
 Motion Swing: animation
 Motion Missile: animation
 Motion Skill: animation
 Motion Spell: animation
 Motion Item: animation
 Motion Escape: animation
 Motion Victory: animation
 Motion Dying: animation
 Motion Abnormal: animation
 Motion Sleep: animation
 Motion Dead: animation
</Dragonbones Battler Settings>

- Used for: Actor, Enemy Notetags
- The above notetag allows to wrap up all the information you'd like to
  set for Dragonbones battler armatures needed inside a single notetag
  container.
- The settings are the same as the notetags listed above it.
- You may remove the settings you don't wish to change.
- The only necessary data is the 'Battler: filename' line.

Example:

<Dragonbones Battler Settings>
 Battler: Demon

 Scale: 0.3, 0.3

 Size: 80, 80

 Motion Wait: idle
 Motion Damage: hit
 Motion Swing: attack
 Motion Thrust: attack
 Motion Missile: attack
 Motion Skill: special
 Motion spell: special
 Motion Dead: defeated
</Dragonbones Battler Settings>

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Dragonbones Map Sprite Notetags & Comment Tags

DragonbonesMapPlayer.gif

You can also use Dragonbones armatures as map sprites. When used, any of the original sprites before will become invisible and will be replaced with the Dragonbones armature.

These notetags can be used for actors and events. In the case of events, both notetags and comment tags can be used to determine what settings to use for the Dragonbones armatures.

Be cautious when using Comment Tags for event pages since comments contain a maximum line count of 6.

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DragonbonesMapSprites.gif

<Dragonbones Sprite: filename>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Sets the DragonBones associated with this map sprite to be 'filename'.
- The name will be associated with the assets used.
- It will be used to check for associated filenames that end with _ske.json,
  _tex.json, and _tex.png.
- The listed assets must be found in the assigned assets folder.

Examples:

<Dragonbones Sprite: Demon>
<Dragonbones Sprite: DragonBoy>
<Dragonbones Sprite: Swordsman>
<Dragonbones Sprite: Ubbie>

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<Dragonbones Sprite Scale: x, y>

<Dragonbones Sprite Scale X: x>
<Dragonbones Sprite Scale Y: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Sets the base scale for the Dragonbones associated with this map sprite.
  This is for those instances where a Dragonbones armature is too large or
  small and needs to be scaled down/up.
- This scale will be amplified by the character's sprite's scale value.
- Use the 1st notetag to assign values to both Scale X and Scale Y.
- Use the 2nd/3rd notetags to assign Scale X and Y values separately.
- Use negative values to flip the Dragonbones armature around.

Examples:

<Dragonbones Sprite Scale: -0.3, 0.3>

<Dragonbones Sprite Scale X: -0.3>
<Dragonbones Sprite Scale Y: 0.3>

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<Dragonbones Sprite Offset: x, y>

<Dragonbones Sprite Offset X: x>
<Dragonbones Sprite Offset Y: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- When a Dragonbones armature is attached to an character's map sprite, it
  will always be attached at the root point assigned within the Dragonbones
  data. If a Dragonbones armature has a root point that does not fit well
  with your battler sprite, you can offset it using these notetags.
- Replace 'x' and 'y' with number values representing how many pixels you
  want to offset the Dragonbones armature by.
- Use the 1st notetag to assign values to both Offset X and Offset Y.
- Use the 2nd/3rd notetags to assign Offset X and Y values separately.
- Use negative values to offset to the left (X) or up (Y) directions.

Examples:

<Dragonbones Sprite Offset: -10, 5>

<Dragonbones Sprite Offset X: -10>
<Dragonbones Sprite Offset Y: 5>

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<Dragonbones Sprite Time Scale: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you adjust the time scale for the Dragonbones armature.
- Replace 'x' with a number value depicting how fast the armature should
  animate.
  - 1.0 is the default value.
  - Higher numbers animate faster.
  - Lower numbers animate slower.
  - If a number is too small, it may not animate at all.

Example:

<Dragonbones Sprite Time Scale: 1.5>

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<Dragonbones Sprite Walk Rate: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you adjust the animation speed for the Dragonbones armature only
  when it is walking.
- Replace 'x' with a number value depicting how fast the armature should
  animate.
  - 1.0 is the default value.
  - Higher numbers animate faster.
  - Lower numbers animate slower.
  - If a number is too small, it may not animate at all.
- If used with the <Dragonbones Sprite Time Scale: x>, the speed will stack
  multiplicatively.

Example:

<Dragonbones Sprite Walk Rate: 1.5>

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<Dragonbones Sprite Dash Rate: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you adjust the animation speed for the Dragonbones armature only
  when it is dashing.
- Replace 'x' with a number value depicting how fast the armature should
  animate.
  - 1.0 is the default value.
  - Higher numbers animate faster.
  - Lower numbers animate slower.
  - If a number is too small, it may not animate at all.
- If used with the <Dragonbones Sprite Time Scale: x>, the speed will stack
  multiplicatively.

Example:

<Dragonbones Sprite Dash Rate: 1.5>

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<Dragonbones Sprite Size: width, height>

<Dragonbones Sprite Width: x>
<Dragonbones Sprite Height: x>

- Used for: Actor, Enemy Notetags
- Dragonbones armatures have no standard width or height. This makes it
  problematic when trying to calculate the sprite's width/height for various
  plugins that use it. These notetags allow you to assign a width and
  height value to the sprite, despite the fact the Dragonbones armatures
  have no such thing.
- Replace 'width', 'height', or 'x' with number values representing the
  dimension values in pixels.
- Use the 1st notetag to assign values to both Width and Height.
- Use the 2nd/3rd notetags to assign Width and Height values separately.
- If these notetags aren't used, then use the values defined by default in
  the Plugin Parameters.

Examples:

<Dragonbones Sprite Size: 48, 64>

<Dragonbones Sprite Width: 48>
<Dragonbones Sprite Height: 64>

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<Dragonbones Sprite Flip Left>
<Dragonbones Sprite Flip Right>

<Dragonbones Sprite No Flip Left>
<Dragonbones Sprite No Flip Right>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets the map sprite know to flip itself when facing either the left/right
  directions in order to reuse animations.
- The 'No' variants will prevent flipping from occuring.
- These notetags will override settings applied in the Plugin Parameters.

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<Dragonbones Sprite Motion Idle: animation>
<Dragonbones Sprite Motion Walk: animation>
<Dragonbones Sprite Motion Dash: animation>
<Dragonbones Sprite Motion Jump: animation>
<Dragonbones Sprite Motion LadderIdle: animation>
<Dragonbones Sprite Motion LadderClimb: animation>
<Dragonbones Sprite Motion RopeIdle: animation>
<Dragonbones Sprite Motion RopeClimb: animation>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you set specific animations different from the ones listed in the
  Plugin Parameters for specific motions.
- Replace 'animation' with the name of the Dragonbones animation.
- If this notetag is not used, when such a motion is rquested, it will
  default to attempting to play the animation name equal to the motion.
- Animation names do not need to be case sensitive.
- If no animation is found, then no animation will be played.

Example:

<Dragonbones Sprite Motion Idle: stand>
<Dragonbones Sprite Motion Walk: move>
<Dragonbones Sprite Motion Dash: run>
<Dragonbones Sprite Motion Jump: hop>

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<Dragonbones Sprite Settings>
 Filename: filename

 Scale: x, y

 Scale X: x
 Scale Y: x

 Offset: x, y

 Offset X: x
 Offset Y: x

 Time Scale: x

 Width: x
 Height: x

 Flip Left
 Flip Right

 No Flip Left
 No Flip Right

 Motion Idle: animation
 Motion Walk: animation
 Motion Dash: animation
 Motion Jump: animation
 Motion LadderIdle: animation
 Motion LadderClimb: animation
 Motion RopeIdle: animation
 Motion RopeClimb: animation
</Dragonbones Sprite Settings>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- The above notetag allows to wrap up all the information you'd like to
  set for Dragonbones battler armatures needed inside a single notetag
  container.
- The settings are the same as the notetags listed above it.
- You may remove the settings you don't wish to change.
- The only necessary data is the 'Filename: filename' line.

Example:

<Dragonbones Sprite Settings>
 Filename: Ubbie

 Scale: 0.1, 0.1

 Flip Right

 Motion Idle: stand
 Motion Walk: walk
</Dragonbones Sprite Settings>

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Plugin Commands

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ.

Here is a list of Plugin Command(s) that you may use:

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Battler Plugin Commands

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DragonBonesUnionPluginCommand01.png

Battler: Actor Change Settings
- Change target actor's Dragonbones armature settings for battle.

  Actor ID:
  - Select which Actor ID to affect.

    Filename:
    - Change the armature's filename.

    Offset X:
    - Change the armature's Offset X value.

    Offset Y:
    - Change the armature's Offset Y value.

    Scale X:
    - Change the armature's Scale X value.

    Scale Y:
    - Change the armature's Scale Y value.

    Time Scale:
    - Change the armature's Time Scale value.

    Width:
    - Change the battler width size.

    Height:
    - Change the battler height size.

  Motion Settings:

    Walk:
    Wait:
    Chant:
    Guard:
    Damage:
    Evade:
    Thrust:
    Swing:
    Missile:
    Skill:
    Spell:
    Item:
    Escape:
    Victory:
    Dying:
    Abnormal:
    Sleep:
    Dead:
    - Change the animation used for this motion.

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Map Sprite Plugin Commands

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DragonbonesMapPlayer.gif

DragonBonesUnionPluginCommand02.png

Map Sprite: Actor Change Settings
- Change target actor's Dragonbones armature settings for map sprites.

  Actor ID:
  - Select which Actor ID to affect.

    Filename:
    - Change the armature's filename.

    Offset X:
    - Change the armature's Offset X value.

    Offset Y:
    - Change the armature's Offset Y value.

    Scale X:
    - Change the armature's Scale X value.

    Scale Y:
    - Change the armature's Scale Y value.

    Time Scale:
    - Change the armature's Time Scale value.

    Width:
    - Change the battler width size.

    Height:
    - Change the battler height size.

  Flip Settings:

    Flip Left?:
    Flip Right:
    - Flip the scale x value when facing left/right-ward directions?

  Motion Settings:

    Idle:
    Walk:
    Dash:
    Jump:
    Ladder (Idle):
    Ladder (Climb):
    Rope (Idle):
    Rope (Climb):
    - Base rope climbing animation name used.

---

DragonBonesAnimate.gif

DragonBonesUnionPluginCommand03.png

Map Sprite: Actor Play Animation
- Target actor plays a custom Dragonbones animation.

  Actor ID:
  - Select which Actor ID to affect.

  Play Animation:
  - Play this animation.

NOTE: An alternative to this is to put the following code inside of a
      Movement Route's script call:

      this.dragonbonesAnimation = "AnimationName";

      Replace 'AnimationName' (keep the quotes) with the name of the
      Dragonbones animation.

---

DragonBonesUnionPluginCommand04.png

Map Sprite: Actor Stop Animation
- Stops a target actor's custom Dragonbones animation.

  Actor ID:
  - Select which Actor ID to affect.

---

DragonBonesAnimate.gif

DragonBonesUnionPluginCommand05.png

Map Sprite: Event Play Animation
- Target event plays a custom Dragonbones animation.

  Event ID:
  - Select which Event ID to affect.

  Play Animation:
  - Play this animation.

---

DragonBonesUnionPluginCommand06.png

Map Sprite: Event Stop Animation
- Stops a target event's custom Dragonbones animation.

  Event ID:
  - Select which Event ID to affect.

---

DragonBonesUnionPluginCommand07.png

Map Sprite: Follower Play Animation
- Target follower plays a custom Dragonbones animation.

  Follower Index:
  - Select which Follower Index to affect.

  Play Animation:
  - Play this animation.

---

DragonBonesUnionPluginCommand08.png

Map Sprite: Follower Stop Animation
- Stops a target follower's custom Dragonbones animation.

  Follower ID:
  - Select which Follower Index to affect.

---

DragonBonesUnionPluginCommand09.png

Map Sprite: Player Play Animation
- Player plays a custom Dragonbones animation.

  Play Animation:
  - Play this animation.

---

DragonBonesUnionPluginCommand10.png

Map Sprite: Player Stop Animation
- Stops player's custom Dragonbones animation.

---

Picture Plugin Commands

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DragonBonesUnionPluginCommand11.png

Picture: Dragonbones Setup
- Setup a Dragonbones armature for a picture.

  Picture ID:
  - Select which Picture ID(s) to give a Dragonbones armature.

  Armature Filename:
  - What is the armature's filename?

  Play Animation:
  - Play this animation once it starts.

  Offset: X:
  - Default X offset value for this Dragonbones armature.

  Offset: Y:
  - Default Y offset value for this Dragonbones armature.

  Scale: X:
  - Default X scaling for this Dragonbones armature.
  - This will be amplified by the picture's scaling value.

  Scale: Y:
  - Default Y scaling for this Dragonbones armature.
  - This will be amplified by the picture's scaling value.

  Time Scale:
  - Default time scale for this Dragonbones armature.
  - Higher values play faster. Lower values play slower.

---

DragonBonesUnionPluginCommand12.png

Picture: Play Dragonbones Animation
- Make an existing Dragonbones armature attached to a picture play
  an animation.

  Picture ID:
  - Select which Picture ID to modify.

  Play Animation:
  - Play this animation.

---

DragonBonesUnionPluginCommand13.png

Picture: Offset Dragonbones
- Offset the X, Y attachment point of the Dragonbones armature.

  Picture ID:
  - Select which Picture ID to modify.

  Offset: X:
  - X offset value for this Dragonbones armature.

  Offset: Y:
  - Y offset value for this Dragonbones armature.

---

DragonBonesUnionPluginCommand14.png

Picture: Scale Dragonbones
- Change the scaling values of the Dragonbones armature.

  Picture ID:
  - Select which Picture ID to modify.

  Scale: X:
  - X scaling for this Dragonbones armature.
  - This will be amplified by the picture's scaling value.

  Scale: Y:
  - Y scaling for this Dragonbones armature.
  - This will be amplified by the picture's scaling value.

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DragonBonesUnionPluginCommand15.png

Picture: Time Scale Dragonbones
- Change the speed at which Dragonbones animations play.

  Picture ID:
  - Select which Picture ID to modify.

  Time Scale:
  - Time scale for this Dragonbones armature.
  - Higher values play faster. Lower values play slower.

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Plugin Parameters

General Settings

DragonbonesPluginParameters1.png

These are the general settings that apply to all uses of Dragonbones through this plugin. While the majority of these can remain unchanged, for those who wish to customize the nature of the plugin to their liking can do so through these Plugin Parameters.

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Assets Path - The filepath to the directory that houses all the Dragonbone files.

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Defaults

 Loaded Animation:
 - The default animation to play once a Dragonbones armature is loaded.
 Looping Animations:
 - Force these animations to become looping animations even if they don't
   loop in Dragonbones.

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Skeletal Data Texture Data Texture Asset

 Key:
 - Key used to determine where needed data is stored.
 Extension:
 - Extension used to determine which files contain needed data.

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Battler Settings

DragonbonesPluginParameters2.png

Actor and Enemy sprites can have Dragonbones armatures attached to them as sprites. Use these settings to make the Dragonbones armatures fit your needs in battle.

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Default Settings

 Offset: X:
 - Default X offset for battler sprites.
 Offset: Y:
 - Default Y offset for battler sprites.
 Scale: X:
 - Default scale for X used by Dragonbones battlers.
   Flip for Actors?:
   Flip for Enemies?:
   - Flip the scale x value into negative automatically for all actors
     or enemies?
 Scale: Y:
 - Default scale for Y used by Dragonbones battlers.
 Width:
 - Treat battler sprites as if they have this width.
 - Used for Action Sequences.
 Height:
 - Treat battler sprites as if they have this height.
 - Used for Action Sequences.

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Default Motions

 Walk:
 Wait:
 Chant:
 Guard:
 Damage:
 Evade:
 Thrust:
 Swing:
 Missile:
 Skill:
 Spell:
 Item:
 Escape:
 Victory:
 Dying:
 Abnormal:
 Sleep:
 Dead:
 - Play this Dragonbones animation whenever this motion is requested
   by default.
 - Used for Action Sequences.

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Map Sprite Settings

DragonbonesMapSprites.gif

DragonbonesPluginParameters3.png

These Plugin Parameter settings adjust the default configurations for any map sprite that's using a Dragonbones armature. These settings can be overwritten on per a sprite basis using notetags and comment tags, too.

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Defaults

 Offset: X:
 - Default X offset for map sprites.
 Offset: Y:
 - Default Y offset for map sprites.
 Scale: X:
 - Default scale for X used by Dragonbones map sprites.
   Flip Left?:
   Flip Right?:
   - Flip the scale x value when facing left/right-ward directions?
 Scale: Y:
 - Default scale for Y used by Dragonbones map sprites.
 Time Scale:
 - The rate at which animations play.
 - Higher numbers go faster.
 Width:
 - Treat map sprites as if they have this width.
 - Used for various plugins.
 Height:
 - Treat map sprites as if they have this height.
 - Used for various plugins.

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Motion Settings

 Idle:
 Walk:
 Dash:
 Jump:
 Ladder (Idle):
 Ladder (Climb):
 Rope (Idle):
 Rope (Climb):
 - Base walk animation name used.
 Walk Timer:
 - Number of frames to count as walking so that an idle animation isn't
   immediately forced upon stopping.

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Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Special Thanks To

  • Green Kel
  • Ækashics
  • Swift Illusion

Changelog

Version 1.05: October 4, 2020

  • Bug Fixes!
    • Selected Dragonbones battlers will no longer leave behind a residual blink effect. Fix made by Irina.
    • There should be no more crashes from map events that have been previously deleted but not cleared from the map event list. Fix made by Irina.


Version 1.04: September 20, 2020

  • Bug Fixes!
    • Hidden enemies with Dragonbones should be invisible at the start of battle. Fix made by Yanfly.


Version 1.03: September 13, 2020

  • Compatibility Update!
    • Added compatibility with the new Battle Core v1.04 features!


Version 1.02: September 6, 2020

  • Bug Fixes!
    • Previously, a Dragonbones battler does not show the blinking indicator if the battler is a selected target. This is now fixed. Fix made by Yanfly.
    • Prevents a crash now if no bitmap is detected for the main sprite.


Version 1.01: August 30, 2020

  • Bug Fixes!
    • Erasing a picture no longer causes a crash when changing scenes. Fix made by Yanfly.
  • Compatibility Update
    • Added compatibility for VisuStella MZ's Visual State Effects.


Version 1.00: August 24, 2020

  • Finished Plugin!

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