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how to use in-map? without the battle
I saw a video on youtube of an on-map test. It looks like it's possible but not fully implemented yet (or at least not documented?).At least from what I can gather that is still not possible, or not as characters in map (please correct me if I'm wrong, I would be actually very happy of being wrong :^D!). For the time being at least.
You can however already use them as animations in and out of map.
I'm hoping for a notice from the original poster. Please notice me sensei!
in the demo project you can call the animation, but not control like a characterI saw a video on youtube of an on-map test. It looks like it's possible but not fully implemented yet (or at least not documented?).
Yep, but it seems like it'd be possible.in the demo project you can call the animation, but not control like a character
tried above and bellowhey @TheGreenKel any plans for making a version for using dragonbones animations for map characters in the future? There were more people asking for it outside this thread too.
@Black Mamba did you try putting MOG's plugin bellow this one?
With that information, do you happen to gave any insight on why Float and Jump actions in action sequences don't work 100% with dragonbones? When using either of the actions commands, I can get both my enemies and actors to jump and float, as long as the scope is set to "user." But the issue I'm running into, is if I set the scope for "target" the action sequences refuses to play those portions.Jump only works for animated side view enemies (with YEP_X_AnimatedSVEnemies.js)
So for that enemy you need to manually animate the jump in DragonBones, like this
Yup exactly! I was trying to make an attack where the user carries the target up into the air and drops them. Which is all kind of ruined when only the user can move those ways.@KingKraken Just to confirm, does that mean an actor/enemy, that is in fact using DragonBones, jumps/floats if the user is the scope but not the target?
If that's the case there may be some disparity between the two in the plugin, but I'm sorry I won't be able to look into it more for about a week until my current project is completed as it has an important deadline I need to meet.
If that's not the case it's something that would need to be added and I'm not sure if I'll be able to understand enough to add that.
So upon further inspection, it doesn't matter what the target scope is. As long as an actor/enemie is using DB sprites, they ignore jump and float. I haven't tested moving them on a y axis through a sequence yet.Yup exactly! I was trying to make an attack where the user carries the target up into the air and drops them. Which is all kind of ruined when only the user can move those ways.
But no problem! I've been trying to contact Yanfly or Green about it! So maybe they'll notice at some point and be able to figure out the issue! Thanks for showing interest though!
I've tried to find a way to do it, but no dice. I pretty much came to the same conclusion as you, which would require a new character for a transformation of any sort. Which comes with it's own set of problems. So I'd say stick with static characters if you want to use this plugin.Hey guys, I wanted to ask: Is it possible for actors to change dragon bones animations/models mid-game, like when changing classes and equip? I can't for the life of me find a way to make this work; It seems like I'd need to make a new character in the database for every little change, and that is way too complicated.