I think if you set a base battler it'll be used as the icon there, even if it'll be covered by the dragonbone.Can I do something with Yep Turn Order Display and dragonbones enemies that will show them in turn order display?
For this problem, I have been looking for a solution for some time.Very cool. easier to use than expected. good work. If bringing another actor into battle
the Animated Dragon Bones don't show up like when summoning using SRD Summon
Core. Also player and event map sprites as DB ani would be awesome. Thanks for this.
@Waterguy Do you mabye know a possibilty to change the dragonbones animations?Hey, uhm, sorry if it isn't my place to post this here, but I myself created two plugins do be small extensions to this one.
One is a Jump plugin, for fixing the Yanfly Action Sequence jumps not working properly.
https://www.dropbox.com/s/k0t0jn8o2lo6tec/YR_DB_FloatJump_X.js?dl=0
And the other needs a small pixi filter plugin to work, to make the dragonbones characters flash on animations.
https://www.dropbox.com/s/2vg21cb8fgr370e/AdjustmentFilter.js?dl=0 - the filter
https://www.dropbox.com/s/0mcfncl8swp2nax/YR_DB_Flash_X.js?dl=0 - the plugin
I asked a friend on a discord server to test for me, since Cranky's game uses DragonBones in about every battler. Until now, it seems to be working as good as I can do.
[edit] renko told me of a small bug (the animation flashes sometimes stayed for a bit after the animation), and helped me fix it. It is working fine now, as far as we know.
rpg_managers.js:1949 TypeError: Cannot read property 'hasDragonBone' of undefined
at Sprite_Actor.forceMotion (KELYEP_DragonBones.js:1095)
at Game_Actor.Game_Battler.forceMotion (YEP_BattleEngineCore.js:3913)
at KELYEP_DragonBones.js:1054 at Array.forEach (<anonymous>)
at Function.BattleManager.actionMotionTarget (KELYEP_DragonBones.js:1044)
at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack2.js:566)
at Function.BattleManager.processActionSequence (YEP_X_ActSeqPack3.js:473)
at Function.BattleManager.processActionSequence (YEP_DamageCore.js:1003)
at Function.BattleManager.processActionSequence (YEP_X_ArmorScaling.js:562)
at Function.BattleManager.processActionSequence (YEP_ImprovedBattlebacks.js:356)
<setup action>
immortal: targets, true
animation 120: user
camera focus: user, center, 5
zoom: 125%, 5
wait for zoom
wait for animation
reset zoom: 5
reset camera: 5
wait for zoom
wait for camera
</setup action>
<Target Action>
move user: target, front head, 4
wait for movement
face user: target
motion swing: user
action animation
action effect
wait: 3
move user: target, back base, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back center, 1
wait for movement
face user: target
move user: target, front head, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back head, 1
wait for movement
face user: target
move user: target, front base, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back center, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, front center, 1
wait for movement
face user: target
wait: 10
move user: target, back center, 4
wait for movement
face user: target
action effect
death break
wait: 5
immortal: targets, false
</Target Action>
<Setup Action>
Perform Start
immortal: targets, true
animation 120: user
camera focus: user, center, 5
zoom: 125%, 5
wait for zoom
wait for animation
reset zoom: 5
reset camera: 5
wait for zoom
wait for camera
</Setup Action>
<Target Action>
move user: target, front head, 4
wait for movement
face user: target
motion swing: user
action animation
action effect
wait: 3
move user: target, back base, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back center, 1
wait for movement
face user: target
move user: target, front head, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back head, 1
wait for movement
face user: target
move user: target, front base, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, back center, 4
wait for movement
face user: target
motion swing: user
action effect
wait: 3
move user: target, front center, 1
wait for movement
face user: target
wait: 10
move user: target, back center, 4
wait for movement
face user: target
action effect
death break
wait: 5
</Target Action>
<Finish Action>
perform finish
face user: forward
clear battle log
immortal: targets, false
</Finish Action>
@sefeloth did you remember to name the armature and the project the same name? I once forgot to do this.
did you export as data version 5.0...? version 5.6 works with this plugin you just have to export as an older data version@Waterguy I have that problem more than I care to admit, but this time I did do that. I made the animation in dragonbones 5.6 and when I tried running it, it says "nonsupport data version". when i redid the animation in 5.3 then it works in game, but 5.3 lacks features I relied on that were in 5.6, so I'd rather use the updated version. thanks for the help though
I haven't! Thanks for the help. It worksdid you export as data version 5.0...? version 5.6 works with this plugin you just have to export as an older data version