Template:VisuStella MZ Dragonbones Union Notetags

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Revision as of 12:42, 14 November 2020 by Yanfly (talk | contribs) (Dragonbones Map Sprite Notetags & Comment Tags)
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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>

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<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>

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<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>

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<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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