Category:Notetags (MZ)

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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.

Aggro Control System VisuStella MZ

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.

Provoke-Related Notetags

AggroControlSystem Provoke.gif

The following notetags enable you to utilize the Provoke effects added by this plugin. Provoked targets can only attack the provoking unit for single target actions.

---

<Provoke>

- Used for: State Notetags
- Causes the state affected unit to be able to only attack the caster of the
  provoke state for single target actions.
- If multiple provoke states are applied, then the provoker is the one who
  applied the highest priority provoke state.

---


<Provoke Height Origin: x%>

- Used for: Actor, Enemy Notetags
- Sets the provoke height origin point to x% of the sprite's height.
- This is the landing point for the provoke trails.
- Replace 'x' with a number presenting what rate of the sprite's height to
  set as the provoke height origin point.

---

<Bypass Provoke>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Makes the affected unit to ignore any and all provoke effects applied by
  any provoke states, allowing them to target foes as if they are unaffected
  by provoke states altogether.

---

<Bypass Provoke>
- Used for: Skill and Item Notetags
- Makes the action bypass provoke effects applied by any provoke states,
  allowing this action to target foes as if the user is unaffected by any
  provoke effects altogether.

---

Taunt-Related Notetags

AggroControlSystem Taunt.gif

---

<Taunt>
<All Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the taunting unit to become the target of the opposing team's
  single target actions for physical, magical, and certain hit actions.
- If multiple taunters exist, then the opposing team can select between any
  of the taunters for targets.

---

<Physical Taunt>
<Magical Taunt>
<Certain Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the taunting unit to become the target of the opposing team's
  single target actions for physical, magical, and certain hit actions
  respectively.
- Add/remove any combination of the above to cause the affected unit to
  become the target of those types of actions.
- If multiple taunters exist, then the opposing team can select between any
  of the taunters for targets.

---

<Bypass Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- The affected unit will ignore any and all taunt effects created by the
  opposing team, allowing them to use single target actions as if no
  taunters exist on the opposing team.

---

<Bypass Taunt>
- Used for: Skill and Item Notetags
- Makes the action bypass taunt effects created by the opposing team,
  allowing the user to use single target actions as if no taunters exist on
  the opposing team.

---

Aggro-Related Notetags

AggroControlSystem Aggro.png

---

<User Aggro: +x>
<User Aggro: -x>

- Used for: Skill, Item
- Upon using this action, raise the user's battle aggro value by 'x'.
- Replace 'x' with the amount of battle aggro to increase/decrease by.
- This effect will only apply once per usage regardless of the number of
  successful hits landed by the action.

---

<Target Aggro: +x>
<Target Aggro: -x>

- Used for: Skill, Item
- Upon using this action, raise the target's battle aggro value by 'x'.
- Replace 'x' with the amount of battle aggro to increase/decrease by.
- This effect will apply multiple times based on the number of successful
  hits landed by the action.

---

<Aggro: +x>
<Aggro: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected unit to passively have increased/decreased aggro
  values independent of the amount of aggro it earns in battle.
- Replace 'x' with the amount of aggro this object increases/decreases by.

---

<Aggro Multiplier: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected unit to increase the amount of perceived aggro it has
  by the aggro multiplier.
- Replace 'x' with a number representing the percentage to increase/decrease
  the perceived aggro by.
- If multiple of these traits exist across different trait objects, the
  effects are increased multiplicatively.

---

<Bypass Highest Aggro>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills or items, the action will decide targets by aggro weight
  instead of always picking the highest aggro unit(s).
- If used on trait objects, the affected unit will decide targets by aggro
  weight instead of always picking the highest aggro unit(s).
- This is used for enemy A.I. or Actor auto battle A.I.

---

<Bypass Highest Aggro>
- Used for: Skill and Item Notetags
- Makes the action bypass highest aggro effects and instead focuses on
  targets by aggro weight instead.
- This is used for enemy A.I. or Actor auto battle A.I.

---

<Target Highest Aggro>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills or items, the action will always decide its targets by
  the highest aggro value.
- If used on trait objects, the affected unit will always decide on targets
  by the highest aggro value.
- If the <Bypass Highest Aggro> notetag exists, this effect is ignored.
- This is used for enemy A.I. or Actor auto battle A.I.

---

JavaScript Notetags: Aggro-Related

AggroControlSystem Aggro.png

---

<JS User Aggro>
 code
 code
 value = code
</JS User Aggro>

- Used for: Skill, Item
- Replace 'code' with JavaScript code to determine the final 'value' to
  change the user's battle aggro to upon using this skill.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.
- This effect will only apply once per usage regardless of the number of
  successful hits landed by the action.

---

<JS Target Aggro>
 code
 code
 value = code
</JS Target Aggro>

- Used for: Skill, Item
- Replace 'code' with JavaScript code to determine the final 'value' to
  change target's battle aggro to upon using this skill.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.
- This effect will apply multiple times based on the number of successful
  hits landed by the action.

---

Anti-Damage Barriers VisuStella MZ

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.

---

Cancellation Barrier-Related Notetags

AntiDmgBarrier Cancel.gif

---

<hitType Barrier Cancel Damage Over: x>
<hitType Barrier Cancel Damage Over: formula>

- Used for: State Notetags
- Turns this state into a Cancellation Barrier that blocks all damage equal
  to or over a specific amount determined by a formula.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a number value to determine the damage threshold that
  will be blocked by this barrier type.
- Replace 'formula' with a calculation that determines how much damage will
  be the barrier's threshold.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.

  Examples:

  <All Barrier Cancel Damage Over: 1000>
  <Physical Barrier Cancel Damage Over: 500>
  <Magical Barrier Cancel Damage Over: user.def + target.mdf>
  <Element Fire Cancel Damage Over: Math.randomInt(300)>
  <Element Wind, Ice Barrier Cancel Damage Over: $gameVariables.value(42)>

---

<hitType Barrier Cancel Damage Under: x>
<hitType Barrier Cancel Damage Under: formula>

- Used for: State Notetags
- Turns this state into a Cancellation Barrier that blocks all damage equal
  to or under a specific amount determined by a formula.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a number value to determine the damage threshold that
  will be blocked by this barrier type.
- Replace 'formula' with a calculation that determines how much damage will
  be the barrier's threshold.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.

  Examples:

  <All Barrier Cancel Damage Under: 100>
  <Physical Barrier Cancel Damage Under: 200>
  <Magical Barrier Cancel Damage Under: user.def + target.mdf>
  <Element Fire Barrier Cancel Damage Under: Math.randomInt(500)>
  <Element Wind, Ice Barrier Cancel Damage Under: $gameVariables.value(42)>

---

Nullification Barrier-Related Notetags

AntiDmgBarrier Null.gif

---

<hitType Nullify Barrier: x>
<hitType Nullify Barrier: formula>

- Used for: State Notetags
- Nullification Barriers block all damage at the cost of one charge.
- If a Nullification Barrier runs out of charges, it will automatically
  remove itself from the battler.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a number value to determine the number of charges the
  Nullification Barrier will have.
- Replace 'formula' with a calculation that determines how much damage will
  be the barrier's charges.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.
- Note! This effect is incompatible with the Absorption Barrier effect and
  both cannot be placed on the same state. They can, however, be placed on
  two separate states.

  Examples:

  <All Nullify Barrier: 3>
  <Physical Nullify Barrier: 5>
  <Magical Nullify Barrier: user.level + target.level>
  <Element Fire Nullify Barrier: Math.randomInt(10)>
  <Element Wind, Ice Nullify Barrier: $gameVariables.value(42)>

---

<Nullify Barrier Degen: x>
<Nullify Barrier Degen: formula>

- Used for: State Notetags
- This will cause the charges for the Nullification Barrier to decay by a
  certain amount each regeneration phase.
- Replace 'x' with a static number for it to decay by.
- Replace 'formula' with a calculation that determines how many charges it
  will decay by.
  - 'target' will be the battler the Nullification Barrier is on.

  Examples:

  <Nullify Barrier Degen: 1>
  <Nullify Barrier Degen: Math.randomInt(3)>

---

<Nullify Barrier Regen: x>
<Nullify Barrier Regen: formula>

- Used for: State Notetags
- This will cause the charges for the Nullification Barrier to raise by a
  certain amount each regeneration phase.
- Replace 'x' with a static number for it to regen by.
- Replace 'formula' with a calculation that determines how many charges it
  will regen by.
  - 'target' will be the battler the Nullification Barrier is on.

  Examples:

  <Nullify Barrier Regen: 1>
  <Nullify Barrier Regen: Math.randomInt(3)>

---

Reduction Barrier-Related Notetags

AntiDmgBarrier Reduction.gif

---

<hitType Reduce Barrier: x%>
<hitType Reduce Barrier: formula>

- Used for: State Notetags
- Turns the state into a Reduction Barrier. Reduction Barriers reduce
  incoming damage by a percentile.
- If a battler has multiple Reduction Barriers, they stack additively.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a percentile number indicating the amount of damage it
  will reduce by.
- Replace 'formula' with a calculation that determines the percentage of
  damage that will be reduced by.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.

  Examples:

  <All Reduce Barrier: 20%>
  <Physical Reduce Barrier: 40%>
  <Magical Reduce Barrier: user.hpRate()>
  <Element Fire Reduce Barrier: Math.random() * 0.50>
  <Element Wind, Ice Reduce Barrier: $gameVariables.value(42) * 0.01>

---

Absorption Barrier-Related Notetags

AntiDmgBarrier Absorb.gif

---

<hitType Absorb Barrier: x>
<hitType Absorb Barrier: formula>

- Used for: State Notetags
- Turns the state into an Absorption Barrier which contains a visible
  barrier that will block damage 1 for 1.
- If the Absorption Barrier's value is reduced to 0, it will automatically
  remove itself.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a number value to determine the barrier value the
  Absorption Barrier state has upon being applied.
- Replace 'formula' with a calculation that determines what barrier value
  Absorption Barrier state has upon being applied.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.
- Note! This effect is incompatible with the Nullification Barrier effect
  and both cannot be placed on the same state. They can, however, be placed
  on two separate states.

  Examples:

  <All Absorb Barrier: 300>
  <Physical Absorb Barrier: 500>
  <Magical Absorb Barrier: user.def + target.mdf>
  <Element Fire Absorb Barrier: Math.randomInt(1000)>
  <Element Wind, Ice Absorb Barrier: $gameVariables.value(42)>

---

<Absorb Barrier Degen: x>
<Absorb Barrier Degen: formula>

- Used for: State Notetags
- This will cause the barrier for the Absorption Barrier to decay by a
  certain amount each regeneration phase.
- Replace 'x' with a static number for it to decay by.
- Replace 'formula' with a calculation that determines how much barrier it
  will decay by.
  - 'target' will be the battler the Absorption Barrier is on.

  Examples:

  <Absorb Barrier Degen: 1>
  <Absorb Barrier Degen: Math.randomInt(3)>

---

<Absorb Barrier Regen: x>
<Absorb Barrier Regen: formula>

- Used for: State Notetags
- This will cause the barrier for the Absorption Barrier to regen by a
  certain amount each regeneration phase.
- Replace 'x' with a static number for it to regen by.
- Replace 'formula' with a calculation that determines how much barrier it
  will regen by.
  - 'target' will be the battler the Absorption Barrier is on.

  Examples:

  <Absorb Barrier Regen: 1>
  <Absorb Barrier Regen: Math.randomInt(3)>

---

MP Barrier-Related Notetags

AntiDmgBarrier DivertMP.gif

---

<hitType MP Barrier: x%>
<hitType MP Barrier: formula>

- Used for: State Notetags
- Turns this state into an MP-Dispersion Barrier state where a portion of
  the incoming damage can be dispersed into the affected battler's MP pool.
- Damage will be dispersed 1 for 1 with MP. If there is insufficient MP,
  the damage dispersion percentile will be reduced to account for MP.
- If MP reaches 0, the state will automatically remove itself.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a percentile number indicating the amount of damage that
  is dispersed into the battler's MP pool.
- Replace 'formula' with a calculation that determines the percentage of
  damage that will be dispersed into the MP pool.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.

  Examples:

  <All MP Barrier: 20%>
  <Physical MP Barrier: 40%>
  <Magical MP Barrier: user.hpRate()>
  <Element Fire MP Barrier: Math.random() * 0.50>
  <Element Wind, Ice MP Barrier: $gameVariables.value(42) * 0.01>

---

TP Barrier-Related Notetags

AntiDmgBarrier DivertTP.gif

---

<hitType TP Barrier: x%>
<hitType TP Barrier: formula>

- Used for: State Notetags
- Turns this state into a TP-Dispersion Barrier state where a portion of
  the incoming damage can be dispersed into the affected battler's TP pool.
- Damage will be dispersed 1 for 1 with TP. If there is insufficient TP,
  the damage dispersion percentile will be reduced to account for TP.
- If TP reaches 0, the state will automatically remove itself.
- TP can be generated upon being hit. This gained TP does not apply to the
  TP-Dispersion Barrier as it is generated after being hit.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- Replace 'x' with a percentile number indicating the amount of damage that
  is dispersed into the battler's TP pool.
- Replace 'formula' with a calculation that determines the percentage of
  damage that will be dispersed into the TP pool.
  - 'user' will refer to the current attacking user. If none is present,
    then refer to the target.
  - 'target' will be the battler receiving the damage.

  Examples:

  <All TP Barrier: 20%>
  <Physical TP Barrier: 40%>
  <Magical TP Barrier: user.hpRate()>
  <Element Fire TP Barrier: Math.random() * 0.50>
  <Element Wind, Ice TP Barrier: $gameVariables.value(42) * 0.01>

---

Barrier Bypass-Related Notetags

---

<Ignore Barriers>

- Used for: Skill, Item Notetags
- Causes this skill or item to completely ignore any barriers on the target.

---

<Ignore Barriers as User>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If an attacker with this notetag on any of its trait objects attacks a
  target with barriers, ignore the target's barriers.

---

<Ignore Barriers as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a target battler has this notetag on any of its trait objects receives
  an attack, any barriers on the target battler will be ignored.

---

=== Break State-Related Notetags ===

---

<hitType Breaks State>

- Used for: State Notetags
- If an attack hits a battler with this state and state's notetag, as long
  as the damage type matches, automatically remove the state.
- Replace 'hitType' with any of the following:
  - 'All' for all damage types.
  - 'Certain Hit' for certain hit damage only.
  - 'Physical' for physical damage only.
  - 'Magical' for magical damage only.
  - 'Element id' for elemental damage that matches the element's 'id'.
  - 'Element name' for elemental damage that matches the element's name.
  - Insert multiple element id's or names with commas separating them.
- This can be used for states that aren't barriers.
- This occurs before most of the pre-damage phase.

---

Auto Skill Triggers VisuStella MZ

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.

---

Skill Trigger-Related Notetags

AutoSkillTrigger SelfDestruct.gif

---

<No Auto Skill Trigger>

- Used for: Skill, Item State Notetags
- This prevents Auto Skill Triggers from occurring upon using this
  skill or item.

---

<Auto Trigger: condition>

<Auto Trigger x%: condition>

- Used for: Skill Notetags
- Turns this skill into an Auto Trigger Skill, where it will automatically
  be used if the 'condition' has been met.
- If using the x% variant, the Auto Trigger has a x% chance to occur.
  - Replace 'x' with a number value representing the chance to succeed.
- Skill must be usable normally outside of the occasion in order to trigger.
- This marked skill cannot trigger any other Auto Skill Triggers in order to
  prevent an infinite loop.
- Skills can have multiple Auto Triggers and will trigger upon meeting the
  conditions of any of them.
- Replace 'condition' with any of the below keywords:

  *Note1*: Being the target of an action means the potential target must be
    a part of the original scope, regardless of how the targets are changed
    up later by Action Sequences.

Keywords:

  ---

  Battle Start
  - Triggers skill when the battle starts.

  Battle Win
  - Triggers skill when the battle is won.

  Death
  - Triggers skill moments before the user's death.
  - If the user recovers enough HP from the skill trigger, then the
    user won't die. However, any other Death triggered effects will
    still continue to prompt.

  ---

  Attack User
  - Triggers skill when the user uses a basic attack.

  Guard User
  - Triggers skill when the user guards.

  Item User
  - Triggers skill when the user uses any item.

  Physical User
  - Triggers skill when the user performs any physical action.

  Magical User
  - Triggers skill when the user performs any magical action.

  Certain Hit User
  - Triggers skill when the user performs a certain hit action.

  Skill Type name User
  - Triggers skill when the user performs a skill of the named
    Skill Type.

  Element name User
  - Triggers skill when the user performs an action with the named
    element type.

  ---

  Attack Target
  - Triggers skill when user is the target of a basic attack.
  - See Note1 Above.

  Guard Target
  - Triggers skill when user is the target of a guard action.
  - See Note1 Above.

  Item Target
  - Triggers skill when user is the target of an item action.
  - See Note1 Above.

  Physical Target
  - Triggers skill when user is the target of a physical action.
  - See Note1 Above.

  Magical Target
  - Triggers skill when user is the target of a magical action.
  - See Note1 Above.

  Certain Hit Target
  - Triggers skill when user is the target of a certain hit action.
  - See Note1 Above.

  Skill Type name Target
  - Triggers skill when user is the target of a skill by named
    Skill Type.
  - See Note1 Above.

  Element name Target
  - Triggers skill when user is the target of of an action with the named
    element type.
  - See Note1 Above.

  ---

  Attack Ally
  - Triggers skill when user is the target of a basic attack
    and is an ally of the currently active battler.
  - See Note1 Above.

  Guard Ally
  - Triggers skill when user is the target of a guard action
    and is an ally of the currently active battler.
  - See Note1 Above.

  Item Ally
  - Triggers skill when user is the target of an item action
    and is an ally of the currently active battler.
  - See Note1 Above.

  Physical Ally
  - Triggers skill when user is the target of a physical action
    and is an ally of the currently active battler.
  - See Note1 Above.

  Magical Ally
  - Triggers skill when user is the target of a magical action
    and is an ally of the currently active battler.
  - See Note1 Above.

  Certain Hit Ally
  - Triggers skill when user is the target of a certain hit action
    and is an ally of the currently active battler.
  - See Note1 Above.

  Skill Type name Ally
  - Triggers skill when user is the target of a skill by named
    Skill Type and is an ally of the currently active battler.
  - See Note1 Above.

  Element name Ally
  - Triggers skill when user is the target of of an action with the named
    element type and is an ally of the currently active battler.
  - See Note1 Above.

  ---

  Attack Enemy
  - Triggers skill when user is the target of a basic attack
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Guard Enemy
  - Triggers skill when user is the target of a guard action
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Item Enemy
  - Triggers skill when user is the target of an item action
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Physical Enemy
  - Triggers skill when user is the target of a physical action
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Magical Enemy
  - Triggers skill when user is the target of a magical action
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Certain Hit Enemy
  - Triggers skill when user is the target of a certain hit action
    and is an enemy of the currently active battler.
  - See Note1 Above.

  Skill Type name Enemy
  - Triggers skill when user is the target of a skill by named
    Skill Type and is an enemy of the currently active battler.
  - See Note1 Above.

  Element name Enemy
  - Triggers skill when user is the target of of an action with the named
    element type and is an enemy of the currently active battler.
  - See Note1 Above.

  ---

  Attack Friends
  - Triggers skill when a basic attack occurs and the active battler
    is in the user's allied team.

  Guard Friends
  - Triggers skill when a guard action occurs and the active battler
    is in the user's allied team.

  Item Friends
  - Triggers skill when an item action occurs and the active battler
    is in the user's allied team.

  Physical Friends
  - Triggers skill when a physical action occurs and the active battler
    is in the user's allied team.

  Magical Friends
  - Triggers skill when a physical action occurs and the active battler
    is in the user's allied team.

  Certain Hit Friends
  - Triggers skill when a certain hit action occurs and the active battler
    is in the user's allied team.

  Skill Type name Friends
  - Triggers skill when a skill by the named Skill Type action occurs and
    the active battler is in the user's allied team.

  Element name Friends
  - Triggers skill when an action with the named element type occurs and
    the active battler is in the user's allied team.

  ---

  Attack Friends Only
  - Triggers skill when a basic attack occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Guard Friends Only
  - Triggers skill when a guard action occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Item Friends Only
  - Triggers skill when an item action occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Physical Friends Only
  - Triggers skill when a physical action occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Magical Friends Only
  - Triggers skill when a physical action occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Certain Hit Friends Only
  - Triggers skill when a certain hit action occurs and the active battler
    is in the user's allied team, but the active battler cannot be the user.

  Skill Type name Friends Only
  - Triggers skill when a skill by the named Skill Type action occurs and
    the active battler is in the user's allied team, but the active battler
    cannot be the user.

  Element name Friends Only
  - Triggers skill when an action with the named element type occurs and
    the active battler is in the user's allied team, but the active battler
    cannot be the user.

  ---

  Attack Opponents
  - Triggers skill when a basic attack occurs and the active battler
    is in the user's opposing team.

  Guard Opponents
  - Triggers skill when a guard action occurs and the active battler
    is in the user's opposing team.

  Item Opponents
  - Triggers skill when an item action occurs and the active battler
    is in the user's opposing team.

  Physical Opponents
  - Triggers skill when a physical action occurs and the active battler
    is in the user's opposing team.

  Magical Opponents
  - Triggers skill when a physical action occurs and the active battler
    is in the user's opposing team.

  Certain Hit Opponents
  - Triggers skill when a certain hit action occurs and the active battler
    is in the user's opposing team.

  Skill Type name Opponents
  - Triggers skill when a skill by the named Skill Type action occurs and
    the active battler is in the user's opposing team.

  Element name Opponents
  - Triggers skill when an action with the named element type occurs and
    the active battler is in the user's opposing team.

  ---

Examples:

  <Auto Trigger: Battle Start>
  <Auto Trigger: Death>
  <Auto Trigger: Attack User>
  <Auto Trigger: Guard User>
  <Auto Trigger: Physical Target>
  <Auto Trigger: Magical Target>
  <Auto Trigger: Certain Hit Ally>
  <Auto Trigger: Item Enemy>
  <Auto Trigger: Skill Type Magic Ally>
  <Auto Trigger: Skill Type Special Enemy>
  <Auto Trigger: Element Fire Friends>
  <Auto Trigger: Element Ice Opponents>

---

Battle AI VisuStella MZ

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.

General A.I. Settings Notetags

These notetags set the general A.I. related settings for enemies and any actors that use A.I. (requires Auto Battle and has a reference A.I.).

---

BattleAI Styles.png

<AI Style: x>

- Used for: Class, Enemy Notetags
- Replace 'x' with 'Classic', 'Gambit', 'Casual', or 'Random' without the
  quotes. Example: <AI Style: Gambit>
- Determines the A.I. style used. Refer to the A.I. Styles section on the
  various types of styles.
- For actors, place this inside the associated class's notebox instead.
- For actors, this does not apply if there is no referenced enemy A.I. list.
- Setup the reference enemy through either the Plugin Parameters or by using
  the <Reference AI: Enemy id> notetag found below.

---

BattleAI Levels.png

<AI Level: x>

- Used for: Actor, Enemy Notetags
- Designates the unit's A.I. level if A.I. is to be used.
- Replace 'x' with a number from 0 to 100.
- Units with higher A.I. Levels will be more strict about conditions.
- Units with lower A.I. Levels will be more lax about conditions.

---

<AI Rating Variance: x>

- Used for: Actor, Enemy Notetags
- Sets the variance amount when determining A.I. actions by rating.
- Replace 'x' with a number between 0 and 9.
- 0 for no variance.
- Lower numbers for less variance.
- Higher numbers for more variance.

---

BattleAI Reference.png

<Reference AI: Enemy id>
<Reference AI: name>

- Used for: Class Notetags
- Causes any actor using this class that has the Auto Battle trait to use
  a specific enemy's attack pattern (ratings, conditions, etc.) to determine
  which skill to use in battle.
- Replace 'id' with a number representing the enemy's ID to reference.
- Replace 'name' with the name the enemy to reference.
- Actors are only able to use skills they would normally have access to.
  - Actors need to have LEARNED the skill.
  - Actors need to be able to access the skill's SKILL TYPE.
  - Actors need to have the RESOURCES to pay for the skill.
- If you cannot figure out why an auto battle actor cannot use a
  specific skill, turn OFF auto battle and see if you can use the skill
  normally.

---

<No Reference AI>

- Used for: Class Notetags
- Prevents the class from using any enemies as their reference A.I. pattern
  (including the one set in the Plugin Parameters).

---

Skill A.I. Condition Notetags

Insert these notetags into the noteboxes of skills that you'd like to give custom A.I. conditions for. The 'All' version of the notetags require every condition to be met while the 'Any' version of the notetags require only one of the conditions to be met.

If both are used together, then the 'All' conditions must be completely fulfilled while the 'Any' conditions need only one to be fulfilled.

---

BattleAI Params2.png

<All AI Conditions>
 condition
 condition
 condition
</All AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- All conditions must be met in order for this to become a valid skill for
  the AI to use.
- This can be used together with <Any AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'All' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<Any AI Conditions>
 condition
 condition
 condition
</Any AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- As long as one condition is met, this becomes a valid skill for the AI
  to use. If none of them are met, this skill becomes invalid for AI use.
- This can be used together with <All AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'Any' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<No AI Conditions>

- Used for: Skill
- Removes any default 'All' and 'Any' conditions for this skill.

---

Condition List

BattleAI Params2.png

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Variable x' (replace 'x' with a number) for variable x's current value.

- 'HP%', 'MP%', 'TP%' for HP, MP, and TP rates respectively.
- 'MaxHP', 'MaxMP', 'MaxTP' for the potential target's respective values.
- 'Level' for the potential target's level. Requires VisuMZ_0_CoreEngine for
  this to affect enemies.
- 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK' for the potential target's total
  parameter value.

- 'param Buff Stacks' for the potential target's current Buff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
- 'param Debuff Stacks' for the potential target's current Debuff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

- 'param Buff Turns' for potential target's current buff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that buff.
- 'param Debuff Turns' for potential target's current debuff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that debuff.

- 'State id Turns' or 'State name Turns' for potential target's current turn
  duration on that particular state.
  - Replace 'id' with a number representing the ID of the state.
  - Replace 'name' with the state's name.
  - Returns 0 if the potential target is not affected by that state.
  - Returns the max safe number value if the potential target is has that
    state as a passive state.

- 'Element id Rate', 'Element name Rate', 'name Element Rate'
  - Returns a (float) value of the potential target's element's rate.
  - Replace 'id' with the ID of the element whose rate is to be checked.
  - Replace 'name' with the name of the element whose rate is to be checked.
    - Ignore any text codes in the element name.

- 'Team Alive Members'
  - Returns a number value indicating how many alive members there are on
    the potential target's team.

- 'Team Dead Members'
  - Returns a number value indicating how many dead members there are on
    the potential target's team.

- When no keyword matches are found, the comparison value will be
  interpreted as JavaScript code. If the JavaScript code fails, it will
  default to a 0 value.

  *NOTE* To make any of these conditions base off of the user instead, add
  the word 'user' before the condition as such:

  user hp% >= 0.50
  user atk buff stacks === 2
  user team alive members < 3

---

Always

- Going to be valid no matter what.

---

x% Chance

- Replace 'x' with a number value representing the percent chance this skill
  would pass as valid.

---

Switch x On
Switch x Off

- Replace 'x' with the ID of the switch to check as ON/OFF.

---

User is Actor
User is Enemy
Target is Actor
Target is Enemy

- Requires the user or potential target to be an actor/enemy.

---

User Has State id
User Has State name
Target Has State id
Target Has State name

- Replace 'id' with the ID of the state the user or potential target needs
  to have.
- Replace 'name' with the name of the state the target needs to have.

---

User Not State id
User Not State name
Target Not State id
Target Not State name

- Replace 'id' with the ID of the state the user or potential target
  cannot have.
- Replace 'name' with the name of the state the target cannot have.

---

User Has param Buff
User Has param Debuff
Target Has param Buff
Target Has param Debuff

- Requires user or potential target to have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Has param Max Buff
User Has param Max Debuff
Target Has param Max Buff
Target Has param Max Debuff

- Requires potential user or target to have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Buff
User Not param Debuff
Target Not param Buff
Target Not param Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Max Buff
User Not param Max Debuff
Target Not param Max Buff
Target Not param Max Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

A.I. => TGR Weight Notetags

BattleAI Params3.png

You can set how much influence on TGR weights actors and enemies will place when determining valid targets for their actions.

---

<AI Element Rate Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the element rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI Element Rate Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in element rates when calculating TGR
  weights to determine action targets.

---

<AI EVA Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the EVA rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI EVA Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in EVA rates when calculating TGR
  weights to determine action targets.

---

<AI MEV Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the MEV rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI MEV Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in MEV rates when calculating TGR
  weights to determine action targets.

---

Battle Core VisuStella MZ

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.

HP Gauge-Related Notetags

BattleCoreHpGauge.png

The following notetags allow you to set whether or not HP Gauges can be displayed by enemies regardless of Plugin Parameter settings.

---

<Show HP Gauge>

- Used for: Enemy Notetags
- Will always show the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.
- This does not bypass disabling enemy HP Gauges as a whole.

---

<Hide HP Gauge>

- Used for: Enemy Notetags
- Will always hide the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.

---

<Battle UI Offset: +x, +y>
<Battle UI Offset: -x, -y>

<Battle UI Offset X: +x>
<Battle UI Offset X: -x>

<Battle UI Offset Y: +y>
<Battle UI Offset Y: -y>

- Used for: Actor and Enemy Notetags
- Adjusts the offset of HP Gauges and State Icons above the heads of actors
  and enemies.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.

---

Animation-Related Notetags

BattleCoreCastAni.gif

The following notetags allow you to set animations to play at certain instances and/or conditions.

---

<Slip Animation: x>

- Requires VisuMZ_0_CoreEngine!
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- During the phase at which the user regenerates HP, MP, or TP, this
  animation will play as long as the user is alive and visible.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Cast Animation: x>

- Used for: Skill Notetags
- Plays a battle animation at the start of the skill.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Attack Animation: x>

- Used for: Enemy Notetags
- Gives an enemy an attack animation to play for its basic attack.
- Replace 'x' with a number value representing the Animation ID to play.

---

Battleback-Related Notetags

BattleCoreBattleBack.png

You can apply these notetags to have some control over the battlebacks that appear in different regions of the map for random or touch encounters.

---

<Region x Battleback1: filename>
<Region x Battleback2: filename>

- Used for: Map Notetags
- If the player starts a battle while standing on 'x' region, then the
  'filename' battleback will be used.
- Replace 'x' with a number representing the region ID you wish to use.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Castle1.png' will be only inserted
  as 'Castle1' without the '.png' at the end.
- *NOTE: This will override any specified battleback settings.

---

Battle Command-Related Notetags

BattleCoreBattleCommands.png

You can use notetags to change how the battle commands of playable characters appear in battle as well as whether or not they can be used.

---

<Seal Attack>
<Seal Guard>
<Seal Item>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Prevents specific battle commands from being able to be used.

---

<Battle Commands>
 Attack
 Skills
 SType: x
 SType: name
 All Skills
 Skill: x
 Skill: name
 Guard
 Item
 Party
 Escape
 Auto Battle
 Combat Log
 Talk
 Weapon Swap
</Battle Commands>

- Used for: Class Notetags
- Changes which commands appear in the Actor Command Window in battle.
  If this notetag is not used, then the default commands determined in
  Plugin Parameters => Actor Command Window => Command List will be used.
- Add/remove/modify entries as needed.

- Attack
  - Adds the basic attack command.

- Skills
  - Displays all the skill types available to the actor.

- SType: x
- Stype: name
  - Adds in a specific skill type.
  - Replace 'x' with the ID of the skill type.
  - Replace 'name' with the name of the skill type (without text codes).

- All Skills
  - Adds all usable battle skills as individual actions.

- Skill: x
- Skill: name
  - Adds in a specific skill as a usable action.
  - Replace 'x' with the ID of the skill.
  - Replace 'name' with the name of the skill.

- Guard
  - Adds the basic guard command.

- Item
  - Adds the basic item command.

- Party
  - Requires VisuMZ_2_PartySystem.
  - Allows this actor to switch out with a different party member.

- Escape
  - Adds the escape command.

- Auto Battle
  - Adds the auto battle command.

- Combat Log
  - Requires VisuMZ_4_CombatLog.
  - Opens up the combat log.

- Talk
  - Requires VisuMZ_3_BattleCmdTalk!
  - Shows talk command if applicable.

- Weapon Swap
  - Requires VisuMZ_2_WeaponSwapSystem.
  - Swaps the current weapon.

Example:

<Battle Commands>
 Attack
 Skill: Heal
 Skills
 Guard
 Item
 Escape
</Battle Commands>

---

<Command Text: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill name text that appears to something else.
- Replace 'x' with the skill's name you want to shown in the Actor Battle
  Command window.
- Recommended Usage: Shorten skill names that are otherwise too big to fit
  inside of the Actor Battle Command window.

---

<Command Icon: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill icon that appears to something else.
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command
  window to represent the skill.

---

<Command Require Learn>

- Used for: Skill Notetags
- Determines if a battle command is visible or not by whether the actor has
  learned the skill.
- Learning the skill is a requirement. Acquiring the skill through traits
  does not count as learning the skill.

---

<Command Require Access>

- Used for: Skill Notetags
- Determines if a battle command is visible or not by whether the actor has
  access to the skill.
- Having access to the skill can come through either learning the skill or
  temporarily acquiring it through trait objects.

---

<Command Show Switch: x>

<Command Show All Switches: x,x,x>
<Command Show Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines if a battle command is visible or not through switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, item will be hidden until all
  switches are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.
- This can be applied to Attack and Guard commands, too.

---

<Command Hide Switch: x>

<Command Hide All Switches: x,x,x>
<Command Hide Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines if a battle command is visible or not through switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, item will be shown until all
  switches are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, item will be hidden if any of the
  switches are ON. Otherwise, it would be shown.
- This can be applied to Attack and Guard commands, too.

---

<Battle Portrait: filename>

- Used for: Actor
- This is used with the "Portrait" Battle Layout.
- Sets the battle portrait image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- This will override any menu images used for battle only.

---

<Battle Portrait Offset: +x, +y>
<Battle Portrait Offset: -x, -y>

<Battle Portrait Offset X: +x>
<Battle Portrait Offset X: -x>

<Battle Portrait Offset Y: +y>
<Battle Portrait Offset Y: -y>

- Used for: Actor
- This is used with the "Portrait" and "Border" Battle Layouts.
- Offsets the X and Y coordinates for the battle portrait.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.

---

JavaScript Notetag: Battle Command-Related

The following are notetags made for users with JavaScript knowledge to determine if skill-based battle commands are visible or hidden.

---

<JS Command Visible>
 code
 code
 visible = code;
</JS Command Visible>

- Used for: Skill Notetags
- The 'visible' variable is the final returned variable to determine the
  skill's visibility in the Battle Command Window.
- Replace 'code' with JavaScript code to determine the skill's visibility in
  the Battle Command Window.
- The 'user' variable represents the user who will perform the skill.
- The 'skill' variable represents the skill to be used.

---

Targeting-Related Notetags

The following notetags are related to the targeting aspect of skills and items and may adjust the scope of how certain skills/items work.

---

<Always Hit>

<Always Hit Rate: x%>

- Used for: Skill, Item Notetags
- Causes the action to always hit or to always have a hit rate of exactly
  the marked x%.
- Replace 'x' with a number value representing the hit success percentage.

---

<Repeat Hits: x>

- Used for: Skill, Item Notetags
- Changes the number of hits the action will produce.
- Replace 'x' with a number value representing the number of hits to incur.

---

<Target: x Random Any>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets can be both actors and enemies.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Enemies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only enemies.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Allies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only actors.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: All Allies But User>

- Used for: Skill, Item Notetags
- Targets all allies with the exception of the user.

---

JavaScript Notetag: Targeting-Related

---

<JS Targets>
 code
 code
 targets = [code];
</JS Targets>

- Used for: Skill, Item Notetags
- The 'targets' variable is an array that is returned to be used as a
  container for all the valid action targets.
- The 'targets' variable will include the original set of targets determined
  by the skill/item's original scale.
- Replace 'code' with JavaScript code to determine valid targets.

---

Damage-Related Notetags

BattleCoreDmgStyles.png

---

<Damage Style: name>

- Used for: Skill, Item Notetags
- Replace 'name' with a Damage Style name to change the way calculations are
  made using the damage formula input box.
- Names can be found in Plugin Parameters => Damage Settings => Style List

---

<Armor Reduction: x>
<Armor Reduction: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  reduction properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  when calculating one's own armor.
- Use the 'x' notetag variant to determine a flat reduction value.
- Use the 'x%' notetag variant to determine a percentile reduction value.

---

<Armor Penetration: x>
<Armor Penetration: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  penetration properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  properties when calculating a target's armor.
- Use the 'x' notetag variant to determine a flat penetration value.
- Use the 'x%' notetag variant to determine a percentile penetration value.

---

<Magic Reduction: x>
<Magic Reduction: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  reduction properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  when calculating one's own armor.
- This applies to magical attacks.
- Use the 'x' notetag variant to determine a flat reduction value.
- Use the 'x%' notetag variant to determine a percentile reduction value.

---

<Magic Penetration: x>
<Magic Penetration: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  penetration properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  properties when calculating a target's armor.
- This applies to magical attacks.
- Use the 'x' notetag variant to determine a flat penetration value.
- Use the 'x%' notetag variant to determine a percentile penetration value.

---

<Bypass Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage capped.
- If used on trait objects, this will cause the affected unit to never have
  its damage capped.

---

<Damage Cap: x>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will declare the hard damage cap to
  be the 'x' value.
- If used on trait objects, this will raise the affect unit's hard damage
  cap to 'x' value. If another trait object has a higher value, use that
  value instead.

---

<Bypass Soft Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage scaled downward to the soft cap.
- If used on trait objects, this will cause the affected unit to never have
  its damage scaled downward to the soft cap.

---

<Soft Damage Cap: +x%>
<Soft Damage Cap: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will increase/decrease the action's
  soft cap by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.
- If used on trait objects, this will raise the affect unit's soft damage
  limit by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.

---

<Unblockable>

- Used for: Skill, Item Notetags
- Using "Guard" against this skill will not reduce any damage.

---

Critical-Related Notetags

The following notetags affect skill and item critical hit rates and the critical damage multiplier.

---

<Always Critical>

- Used for: Skill, Item Notetags
- This skill/item will always land a critical hit regardless of the
  user's CRI parameter value.

---

<Set Critical Rate: x%>

- Used for: Skill, Item Notetags
- This skill/item will always have a x% change to land a critical hit
  regardless of user's CRI parameter value.
- Replace 'x' with a percerntage value representing the success rate.

---

<Modify Critical Rate: x%>
<Modify Critical Rate: +x%>
<Modify Critical Rate: -x%>

- Used for: Skill, Item Notetags
- Modifies the user's CRI parameter calculation for this skill/item.
- The 'x%' notetag variant will multiply the user's CRI parameter value
  for this skill/item.
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease
  the user's CRI parameter value for this skill/item.

---

<Modify Critical Multiplier: x%>
<Modify Critical Multiplier: +x%>
<Modify Critical Multiplier: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the damage multiplier when a critical hit lands.
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the multiplier with an
  incremenetal rate for this skill/item.

---

<Modify Critical Bonus Damage: x%>
<Modify Critical Bonus Damage: +x%>
<Modify Critical Bonus Damage: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the bonus damage added when a critical hit lands.
- The 'x%' notetag variant multiply the damage to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
  incremenetal rate for this skill/item.

---

JavaScript Notetags: Critical-Related

The following are notetags made for users with JavaScript knowledge to determine how critical hit-related aspects are calculated.

---

<JS Critical Rate>
 code
 code
 rate = code;
</JS Critical Rate>

- Used for: Skill, Item Notetags
- The 'rate' variable is the final returned amount to determine the
  critical hit success rate.
- Replace 'code' with JavaScript code to determine the final 'rate' to be
  returned as the critical hit success rate.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Critical Damage>
 code
 code
 multiplier = code;
 bonusDamage = code;
</JS Critical Damage>

- Used for: Skill, Item Notetags
- The 'multiplier' variable is returned later and used as the damage
  multiplier used to amplify the critical damage amount.
- The 'bonusDamage' variable is returned later and used as extra added
  damage for the critical damage amount.
- Replace 'code' with JavaScript code to determine how the 'multiplier' and
  'bonusDamage' variables are calculated.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

Action Sequence-Related Notetags

BattleCoreActSeq.png

Action Sequences allow you full control over how a skill and/or item plays through its course. These notetags give you control over various aspects of those Action Sequences. More information is found in the Action Sequences help section.

---

BattleCorePentaSlash.gif

<Custom Action Sequence>

- Used for: Skill, Item Notetags
- Removes all automated Action Sequence parts from the skill.
- Everything Action Sequence-related will be done by Common Events.
- Insert Common Event(s) into the skill/item's effects list to make use of
  the Custom Action Sequences.
- This will prevent common events from loading in the Item Scene and Skill
  Scene when used outside of battle.

---

<Auto Action Sequence>

- Used for: Skill, Item Notetags
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
  plugin will prevent custom action sequences from happening for the skill
  or item, and instead, use an Automatic Action Sequence instead.
- Ignore this if you have "Auto Notetag" disabled or set to false.

---

<Common Event: name>

- Used for: Skill, Item Notetags
- Battle only: calls forth a Common Event of a matching name.
- Replace 'name' with the name of a Common Event to call from when this
  skill/item is used in battle.
  - Remove any \I[x] in the name.
- Insert multiple notetags to call multiple Common Events in succession.
- This will occur after any Common Event Trait Effects for the skill/item's
  database entry.
- This is primarily used for users who are reorganizing around their Common
  Events and would still like to have their skills/items perform the correct
  Action Sequences in case the ID's are different.

---

<Display Icon: x>
<Display Text: string>

- Used for: Skill, Item Notetags
- When displaying the skill/item name in the Action Sequence, determine the
  icon and/or text displayed.
- Replace 'x' with a number value representing the icon ID to be displayed.
- Replace 'string' with a text value representing the displayed name.

---

BattleCore CommonEventKeys.png

<Common Event Key: name>
<Common Event Keys: name, name, name>

<Common Event Keys>
 key
 key
 key
</Common Event Keys>

- Used for: Skill, Item Notetags
- Will generate Common Events for the skill/item with a corresponding key.
- Replace 'name' with the name of the Common Event's key that you want to
  reference. That key will be converted into a Common Event effect for the
  skill/item and be treated as an action sequence.
  - The notetag variants that use multiple keys will have the keys added in
    the order they are listed.
  - If keys do not reference any Common Events, no Common Events will be
    added for that key.
- To mark a Common Event with a key, insert inside a Common Event's name the
  [ and ] brackets around the text that will be used as the Common Event's
  key text.
  - For example, if Common Event's name is "Penta Slash [PENTA]", then the
    key used is "PENTA" without the quotes.
  - This key could then be referenced by <Common Event Key: PENTA> notetag.
  - Do not use commas (,) inside the key text as it will be automatically
    removed for the sake of consistency.
- This feature is made for make the process of sharing Action Sequences to
  become easier without needing to line up Common Event ID's.

---

Animated Sideview Battler-Related Notetags

BattleCoreSvEnemies.png

Enemies can use Animated Sideview Actor graphics thanks to this plugin. These notetags give you control over that aspect. Some of these also affect actors in addition to enemies.

---

<Sideview Battler: filename>

<Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</Sideview Battlers>

- Used for: Enemy Notetags
- Replaces the enemy's battler graphic with an animated Sideview Actor
  graphic found in the img/sv_actors/ folder.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Sideview Battlers>

---

<Sideview Anchor: x, y>

- Used for: Actor, Enemy Notetags
- Sets the sprite anchor positions for the sideview sprite.
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
  the sideview sprite.
- By default, the x and y anchors are 0.5 and 1.0.

---

<Sideview Home Offset: +x, +y>
<Sideview Home Offset: -x, -y>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  coordinates by. For '0' values, use +0 or -0.
- This notetag will not work if you remove it from the JavaScript code in
  Plugin Parameters > Actor > JS:  Home Position

---

<Sideview Weapon Offset: +x, +y>
<Sideview Weapon Offset: -x, -y>

- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  coordinates by. For '0' values, use +0 or -0.

---

<Sideview Show Shadow>
<Sideview Hide Shadow>

- Used for: Actor, Enemy Notetags
- Sets it so the sideview battler's shadow will be visible or hidden.

---

<Sideview Shadow Scale: x%>
<Sideview Shadow Scale: x.y>

- Used for: Actor, Enemy Notetags
- Adjusts the scaling size of the sideview battler's shadow.
- This affects both the X and Y scale.

---

<Sideview Shadow Scale X: x%>
<Sideview Shadow Scale X: x.y>

<Sideview Shadow Scale Y: x%>
<Sideview Shadow Scale Y: x.y>

- Used for: Actor, Enemy Notetags
- Adjusts the scaling size of the sideview battler's shadow.
- These affect their respective X and Y scales separately.

---

<Sideview Collapse>
<Sideview No Collapse>

- Used for: Enemy Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
- No collapse graphic means the enemy's corpse will remain on the screen.

---

<Sideview Idle Motion: name>

<Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</Sideview Idle Motions>

- Used for: Enemy Notetags
- Changes the default idle motion for the enemy.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Idle Motions>
 walk: 25
 wait: 50
 guard
 victory
 abnormal
</Sideview Idle Motions>

---

<Sideview Size: width, height>

- Used for: Enemy Notetags
- When using a sideview battler, its width and height will default to the
  setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
- This notetag lets you change that value to something else.
- Replace 'width' and 'height' with numbers representing how many pixels
  wide/tall the sprite will be treated as.

---

<Sideview Weapon: weapontype>

<Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</Sideview Weapons>

- Used for: Enemy Notetags
- Give your sideview enemies weapons to use.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Sideview Weapons>

---

<traitname Sideview Battler: filename>

<traitname Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</traitname Sideview Battlers>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Male Sideview Battlers>

<Female Sideview Battlers>
 Actor1_2: 25
 Actor1_4: 10
 Actor1_6
 Actor1_8
</Female Sideview Battlers>

---

<traitname Sideview Idle Motion: name>

<traitname Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</traitname Sideview Idle Motions>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique idle motions.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Examples:

<Jolly Sideview Idle Motions>
 wait: 25
 victory: 10
 walk
</Jolly Sideview Idle Motions>

<Serious Sideview Idle Motions>
 walk: 25
 guard: 10
 wait
</Jolly Sideview Idle Motions>

---

<traitname Sideview Weapon: weapontype>

<traitname Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</traitname Sideview Weapons>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique weapons.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Male Sideview Weapons>

<Female Sideview Weapons>
 Dagger: 25
 Spear: 25
 Cane
</Female Sideview Weapons>

---

Enemy-Related Notetags

---

<Battler Sprite Cannot Move>

- Used for: Enemy Notetags
- Prevents the enemy from being able to move, jump, and/or float due to
  Action Sequences. Useful for rooted enemies.

---

BattleCoreSwap.png

<Swap Enemies>
 name: weight
 name: weight
 name: weight
</Swap Enemies>

- Used for: Enemy Notetags
- Causes this enemy database object to function as a randomizer for any of
  the listed enemies inside the notetag. When the enemy is loaded into the
  battle scene, the enemy is immediately replaced with one of the enemies
  listed. The randomization is based off the 'weight' given to each of the
  enemy 'names'.
- Replace 'name' with the database enemy of the enemy you wish to replace
  the enemy with.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Swap Enemies>
 Bat: 50
 Slime: 25
 Orc
 Minotaur
</Swap Enemies>

---

JavaScript Notetags: Mechanics-Related

These JavaScript notetags allow you to run code at specific instances during battle provided that the unit has that code associated with them in a trait object (actor, class, weapon, armor, enemy, or state). How you use these is entirely up to you and will depend on your ability to understand the code used and driven for each case.

---

<JS Pre-Start Battle>
 code
 code
 code
</JS Pre-Start Battle>

<JS Post-Start Battle>
 code
 code
 code
</JS Post-Start Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of battle aimed at the function:
  BattleManager.startBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Turn>
 code
 code
 code
</JS Pre-Start Turn>

<JS Post-Start Turn>
 code
 code
 code
</JS Post-Start Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of a turn aimed at the function:
  BattleManager.startTurn()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Action>
 code
 code
 code
</JS Pre-Start Action>

<JS Post-Start Action>
 code
 code
 code
</JS Post-Start Action>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action aimed at the function:
  BattleManager.startAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Apply>
 code
 code
 code
</JS Pre-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Apply as User>
 code
 code
 code
</JS Pre-Apply as User>

<JS Pre-Apply as Target>
 code
 code
 code
</JS Pre-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage>
 code
 code
 code
</JS Pre-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage as User>
 code
 code
 code
</JS Pre-Damage as User>

<JS Pre-Damage as Target>
 code
 code
 code
</JS Pre-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage>
 code
 code
 code
</JS Post-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage as User>
 code
 code
 code
</JS Post-Damage as User>

<JS Post-Damage as Target>
 code
 code
 code
</JS Post-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply>
 code
 code
 code
</JS Post-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply as User>
 code
 code
 code
</JS Post-Apply as User>

<JS Post-Apply as Target>
 code
 code
 code
</JS Post-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.

---

<JS Pre-End Action>
 code
 code
 code
</JS Pre-End Action>

<JS Post-End Action>
 code
 code
 code
</JS Post-End Action>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action aimed at the function:
  BattleManager.endAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Turn>
 code
 code
 code
</JS Pre-End Turn>

<JS Post-End Turn>
 code
 code
 code
</JS Post-End Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of a turn aimed at the function:
  Game_Battler.prototype.onTurnEnd()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Regenerate>
 code
 code
 code
</JS Pre-Regenerate>

<JS Post-Regenerate>
 code
 code
 code
</JS Post-Regenerate>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:
  Game_Battler.prototype.regenerateAll()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Victory>
 code
 code
 code
</JS Battle Victory>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is won aimed at the function:
  BattleManager.processVictory()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Success>
 code
 code
 code
</JS Escape Success>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping succeeds aimed at the function:
  BattleManager.onEscapeSuccess()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Failure>
 code
 code
 code
</JS Escape Failure>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping fails aimed at the function:
  BattleManager.onEscapeFailure()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Defeat>
 code
 code
 code
</JS Battle Defeat>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is lost aimed at the function:
  BattleManager.processDefeat()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Battle>
 code
 code
 code
</JS Pre-End Battle>

<JS Post-End Battle>
 code
 code
 code
</JS Post-End Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when the battle is over aimed at the function:
  BattleManager.endBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

Battle Layout-Related Notetags

BattleCoreBattleStyleBorder.png

These tags will change the battle layout for a troop regardless of how the plugin parameters are set up normally. Insert these tags in either the noteboxes of maps or the names of troops for them to take effect. If both are present for a specific battle, then priority goes to the setting found in the troop name.

---

<Layout: type>
<Battle Layout: type>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle layout style used for this specific map or battle.
- Replace 'type' with 'default', 'list', 'xp', 'portrait', or 'border'.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

Battle Cursor VisuStella MZ

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.

---

Cursor Appearance-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the battle select cursor into the specific icon.
- Replace 'x' with the icon index you wish to use.

---

<Battle Cursor Picture: filename>
<Battle Cursor System: filename>

- Used for: Actor, Enemy Notetags
- Changes the battle select cursor into the specific image.
- The 'Picture' variant loads images from img/pictures/.
- The 'System' variant loads images from img/system/.
- Replace 'filename' with the filename of the image found in the specific
  target folder.
  - Do not include the file extension.

---

<Battle Cursor Frame Delay: x>

- Used for: Actor, Enemy Notetags
- If using a 'picture' or 'system' image that has the animated format, you
  can adjust how much delay there is between each animated frame.
- Replace 'x' with a number representing the delay between frames.
  Lower is faster. Higher is slower.

---

Cursor Location-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor Anchor X: Left>
<Battle Cursor Anchor X: Center>
<Battle Cursor Anchor X: Right>

- Used for: Actor, Enemy Notetags
- Determines the origin/anchor X location of the battle cursor sprite for
  this specific actor/enemy.

---

<Battle Cursor Anchor Y: Top>
<Battle Cursor Anchor Y: Middle>
<Battle Cursor Anchor Y: Bottom>

- Used for: Actor, Enemy Notetags
- Determines the origin/anchor Y location of the battle cursor sprite for
  this specific actor/enemy.

---

<Battle Cursor Position X: Left>
<Battle Cursor Position X: Center>
<Battle Cursor Position X: Right>

- Used for: Actor, Enemy Notetags
- Determines the position X location of where the battle cursor sprite
  appears on the actor or enemy sprite when targeting them.

---

<Battle Cursor Position Y: Top>
<Battle Cursor Position Y: Middle>
<Battle Cursor Position Y: Bottom>

- Used for: Actor, Enemy Notetags
- Determines the position Y location of where the battle cursor sprite
  appears on the actor or enemy sprite when targeting them.

---

<Battle Cursor Offset X: +x>
<Battle Cursor Offset X: -x>

- Used for: Actor, Enemy Notetags
- Offsets the X position of the battle cursor sprite by pixels.
- Replace 'x' with a number representing the pixels to offset the battle
  cursor sprite by.
  - Negative numbers go left.
  - Positive numbers go right.

---

<Battle Cursor Offset Y: +y>
<Battle Cursor Offset Y: -y>

- Used for: Actor, Enemy Notetags
- Offsets the Y position of the battle cursor sprite by pixels.
- Replace 'y' with a number representing the pixels to offset the battle
  cursor sprite by.
  - Negative numbers go up.
  - Positive numbers go down.

---

Cursor Wave-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor No Wave>

- Used for: Actor, Enemy Notetags
- Removes any oscillation from the battle cursor.

---

<Battle Cursor Horizontal Wave: x>

- Used for: Actor, Enemy Notetags
- The battle cursor will oscillate back and forth horizontally from the
  left to the right.
- Replace 'x' with a number representing the pixel distance to oscillate.

---

<Battle Cursor Vertical Wave: x>

- Used for: Actor, Enemy Notetags
- The battle cursor will oscillate back and forth vertically from the
  top to the bottom.
- Replace 'x' with a number representing the pixel distance to oscillate.

---

<Battle Cursor Wave Speed: x>

- Used for: Actor, Enemy Notetags
- Select how fast the cursor oscillates.
- Lower is slower. Higher is faster.
- Replace 'x' with a number representing the speed at which the cursor will
  oscillate at.
- Use decimal values between 0 and 1 for the best results.

---

Battle System - ATB VisuStella MZ

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.

General ATB-Related Notetags

VisuMZ ATB Preview3.png

These notetags are general purpose notetags that have became available through this plugin.

---

<ATB Help>
 description
 description
</ATB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under TPB/ATB.
- This is primarily used if the skill behaves differently in TPB/ATB versus
  any other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to TPB/ATB.

---

<Hide ATB Gauge>

- Used for: Enemy Notetags
- If you don't want an enemy to show their ATB Gauge, use this notetag.

---

ATB Field Gauge-Related Notetags

VisuMZ ATB Preview1.png

These notetags only work if the ATB Field Gauge is enabled.

---

<ATB Field Gauge Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the marker graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<ATB Field Gauge Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the marker graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <ATB Field Gauge Face: Monster, 1>

---

ATB Gauge Manipulation-Related Notetags

VisuMZ ATB Preview2.png

These notetags are used for ATB Gauge manipulation purposes.

---

<ATB After Gauge: x%>

- Used for: Skill, Item Notetags
- After using the skill/item, the user's ATB Gauge will be set to x%.
- Replace 'x' with a percentile value representing the amount you want the
  ATB Gauge to reset to after the skill/item's usage.

---

<ATB Charge Gauge: x%>
<ATB Charge Gauge: +x%>
<ATB Charge Gauge: -x%>

- Used for: Skill, Item Notetags
- If the target is in a charging state, change the target's gauge amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the ATB
  Gauge you wish to alter it to/by.
- This only affects targets who are in a charging state.

---

<ATB Cast Gauge: x%>
<ATB Cast Gauge: +x%>
<ATB Cast Gauge: -x%>

- Used for: Skill, Item Notetags
- If the target is in a casting state, change the target's gauge amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the ATB
  Gauge you wish to alter it to/by.
- This only affects targets who are in a casting state.

---

<ATB Interrupt>

- Used for: Skill, Item Notetags
- If this skill/item hits a target who is in a casting state, interrupt that
  action to cancel it and reset the target's ATB Gauge to 0%.

---

<ATB Cannot Be Interrupted>

- Used for: Skill, Item Notetags
- Makes the skill/item immune to ATB Interruptions.

---

<ATB Battle Start Gauge: +x%>
<ATB Battle Start Gauge: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determine how much extra or less ATB Gauge the battler will start with if
  associated with one of these database objects.
- Replace 'x' with a percentile value determining how much extra or less ATB
  Gauge value the battler will start battle with.
- These values are additive when stacked.

---

<ATB After Gauge: +x%>
<ATB After Gauge: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Determine how much influence there is on the ATB Gauge after finishing a
  skill/item. Increase or decrease the amount after each action.
- Replace 'x' with a percentile value determining how much influence there
  is on the ATB Gauge after the skill/item has finished performing.
- These values are additive when stacked.

---

JavaScript Notetags: ATB Gauge Manipulation

VisuMZ ATB Preview2.png

The following are notetags made for users with JavaScript knowledge to give more control over conditional ATB Gauge Manipulation.

---

<JS ATB Charge Gauge>
 code
 code
 rate = code;
</JS ATB Charge Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to if the target is in a charging state.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current ATB Gauge rate
  if the target is in a charging state.

---

<JS ATB Cast Gauge>
 code
 code
 rate = code;
</JS ATB Cast Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to if the target is in a casting state.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current ATB Gauge rate
  if the target is in a casting state.

---

<JS ATB After Gauge>
 code
 code
 rate = code;
</JS ATB After Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to after performing this skill/item action.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to 0.

---

Battle System - BTB VisuStella MZ

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.

---

General BTB-Related Notetags

BattleSysBTB Preview1.png

These notetags are general purpose notetags that have became available through this plugin.

---

<BTB Help>
 description
 description
</BTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under BTB.
- This is primarily used if the skill behaves differently in BTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to BTB.

---

<BTB Cannot Brave>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  that battler cannot use Brave to generate more actions.
- For actors, this will come with the Brave Command disabled.

---

<BTB Hide Brave>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  that battler cannot use Brave to generate more actions.
- For actors, this will come with the Brave Command hidden along with their
  BP values.

---

BTB Turn Order Display-Related Notetags

BattleSysBTB TurnOrder.png

These notetags affect the BTB Turn Order Display

---

<BTB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<BTB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <BTB Turn Order Face: Monster, 1>

---

Brave Points Cost-Related Notetags

BattleSysBTB Costs.png

The following notetags are used to manage Brave Point (BP) costs, how some actions can alter other BP values, and more.

---

<BTB BP Cost: x>

- Used for: Skill, Item Notetags
- Determines how much BP the battler uses when performing this action.
- Replace 'x' with a number value to determine its BP cost.

---

<BTB Hide BP Cost>

- Used for: Skill, Item Notetags
- Prevents the BP cost from being shown for this action.

---

Brave Point Manipulation-Related Notetags

BattleSysBTB BPManip.png

The following notetags are used to manage Brave Point (BP) costs, how some actions can alter other BP values, and more.

---

<BTB User Set BP: x>
<BTB Target Set BP: x>

- Used for: Skill, Item Notetags
- Sets the user/target's current BP to a specific value.
- Replace 'x' with a number value to determine how much you want the user
  or target's BP to be set to.
- The 'user' variant only affects the action's user.
- The 'target' variant only affects the action's target.

---

<BTB User Gain BP: +x>
<BTB Target Gain BP: +x>

<BTB User Lose BP: -x>
<BTB Target Lose BP: -x>

- Used for: Skill, Item Notetags
- Causes the action to alter how much BP the user/target has.
- Replace 'x' with a number value to determine how much BP is gained/lost
  for the user/target.
- The 'user' variant only affects the action's user.
- The 'target' variant only affects the action's target.

---

JavaScript Notetags: Brave Point Manipulation

BattleSysBTB BPManip.png

The following are notetags made for users with JavaScript knowledge to give more control over Brave Point alteration.

---

<JS BTB User BP>
 code
 code
 value = code;
</JS BTB User BP>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine what is the user's final
  BP value after all of the code is ran.
- The 'value' variable is the returned value to be set as the user's BP.
  This value also starts off as the user's current BP.
- The 'user' variable refers to the action's user.
- The 'target' variable refers to the action's current target.

---

<JS BTB Target BP>
 code
 code
 value = code;
</JS BTB Target BP>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine what is the current
  target's final BP value after all of the code is ran.
- The 'value' variable is the returned value to be set as the target's BP.
  This value also starts off as the target's current BP.
- The 'user' variable refers to the action's user.
- The 'target' variable refers to the action's current target.

---

Brave Point Managment-Related Notetags

BattleSysBTB BPManip.png

The following notetags are used to for battlers to manage their BP settings throughout the course of the fight.

---

<BTB Initial BP: +x>
<BTB Initial BP: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  alter that battler's initial BP at the start of battle.
- Replace 'x' with a number value representing how much you want to alter
  the affected battler's initial BP at the start of battle.

---

<BTB BP Regen: +x>
<BTB BP Degen: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  alter the amount of BP regenerated at the end of each battle turn.
- Replace 'x' with a number value representing how much BP is regenerated
  (or decreased).
  - Use a positive number for gaining BP at the end of each turn.
  - Use a negative number for losing BP at the end of each turn.

---

<BTB Maximum BP: +x>
<BTB Maximum BP: -x>

<BTB Minimum BP: +x>
<BTB Minimum BP: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  increase or decrease the maximum/minimum BP that battler can have by 'x'.
- Replace 'x' with a number value representing the amount to change the
  battler's maximum/minimum BP by.
- These numbers cannot exceed or go under the designated amounts set by the
  hard cap in this plugin's Plugin Parameters.

---

Multiple Action-Related Notetags

BattleSysBTB BraveCmd.png

These notetags allow you to determine how multiple actions are handled through the Brave Turn Battle system.

---

<BTB Maximum Actions: +x>
<BTB Maximum Actions: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  increase/decrease the maximum number of actions that battler can have
  through the Brave Command.
- Replace 'x' with a number value representing the amount of maximum actions
  to increase/decrease by.
- This value cannot make a battler go below 1 maximum action.
- This value cannot make a battler go above the hard cap set in this
  plugin's Plugin Parameters.

---

<BTB Multiple Actions: id, id>
<BTB Multiple Actions: id, id, id>
<BTB Multiple Actions: id, id, id, id>

<BTB Multiple Actions: name, name>
<BTB Multiple Actions: name, name, name>
<BTB Multiple Actions: name, name, name, name>

- Used for: Skill Notetags
- When an enemy (NOT ACTOR) uses this skill, the game will appear as if the
  enemy is using the Brave Command to load up multiple actions at a time.
- Replace 'id' with the database ID of the skill to use in the multiple
  action queue.
- Replace 'name' with the name of the skill to use in the enemy's multiple
  action queue.

---

Action Fusion-Related Notetags

BattleSysBTB ActionFusion.png

Icons by CazWolf

For more details, please refer to the Action Fusion dedicated section listed earlier in the documentation.

---

Flexible Action Fusion

<BTB Flexible Fusion: id, id>
<BTB Flexible Fusion: id, id, id>
<BTB Flexible Fusion: id, id, id, id>

<BTB Flexible Fusion: name, name>
<BTB Flexible Fusion: name, name, name>
<BTB Flexible Fusion: name, name, name, name>

- Used for: Skill, Item Notetags
- This Action Fusion skill/item will occur as long as any of the listed
  combination skills/items are queued in the action list for that turn.
  These actions can be queued in any order.
- Replace 'id' with the database ID of the skill/item to use as a
  combination requirement.
- Replace 'name' with the name of the skill/item to use as a combination
  requirement.
- Skill Action Fusions can only use skills for combinations.
- Item Action Fusions can only use items for combinations.
- Skills and items that have selectable targets need to have matching
  targets to be a part of the same Action Fusion combination.
- Skills and items that do not have selectable targets are combination
  targets for any and all candidates.
- When an Action Fusion is performed, it will not consume the resources for
  the database object itself, but instead, from each of the skills/items
  used to bring it out.
- Is used directly, this action's resource consumption will be performed as
  if it was not an Action Fusion skill/item.
- If a queue could potentially meet the demands of multiple Action Fusions,
  then the Action Fusion with the highest database ID is given priority.
- The battler must be able to pay the actions of each of the queued actions
  used to form the Action Fusion.
- Insert multiple copies of this notetag to give this Action Fusion more
  combinations that can activate it.

---

Strict Action Fusion

<BTB Strict Fusion: id, id>
<BTB Strict Fusion: id, id, id>
<BTB Strict Fusion: id, id, id, id>

<BTB Strict Fusion: name, name>
<BTB Strict Fusion: name, name, name>
<BTB Strict Fusion: name, name, name, name>

- Used for: Skill, Item Notetags
- This Action Fusion skill/item will occur as long as the exact listed
  combination(s) of skills/items is queued in the action list for that turn.
  These actions can be queued in any order.
- Replace 'id' with the database ID of the skill/item to use as a
  combination requirement.
- Replace 'name' with the name of the skill/item to use as a combination
  requirement.
- Skill Action Fusions can only use skills for combinations.
- Item Action Fusions can only use items for combinations.
- Skills and items that have selectable targets need to have matching
  targets to be a part of the same Action Fusion combination.
- Skills and items that do not have selectable targets are combination
  targets for any and all candidates.
- When an Action Fusion is performed, it will not consume the resources for
  the database object itself, but instead, from each of the skills/items
  used to bring it out.
- Is used directly, this action's resource consumption will be performed as
  if it was not an Action Fusion skill/item.
- If a queue could potentially meet the demands of multiple Action Fusions,
  then the Action Fusion with the highest database ID is given priority.
- The battler must be able to pay the actions of each of the queued actions
  used to form the Action Fusion.
- Insert multiple copies of this notetag to give this Action Fusion more
  combinations that can activate it.

---

<BTB Cannot Fusion>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object that has this notetag, that
  battler cannot perform any Action Fusions. Queued skills will occur
  normally instead.
- If the actor is affected by both notetags for <BTB Cannot Fusion> and
  <BTB Enable Fusion> priority will be given based on the order of their
  trait objects.

---

<BTB Enable Fusion>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object that has this notetag, that
  battler is allowed to perform any Action Fusions. Queued skills will occur
  normally instead.
- If the actor is affected by both notetags for <BTB Cannot Fusion> and
  <BTB Enable Fusion> priority will be given based on the order of their
  trait objects.

---

Battle System - CTB VisuStella MZ

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.

---

General CTB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<CTB Help>
 description
 description
</CTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under CTB.
- This is primarily used if the skill behaves differently in CTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to CTB.

---

CTB Turn Order Display-Related Notetags

CTB TurnOrder.png

These notetags affect the CTB Turn Order Display

---

<CTB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<CTB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <CTB Turn Order Face: Monster, 1>

---

CTB Speed Manipulation-Related Notetags

CTB Delay.gif

These notetags are used for CTB Speed manipulation purposes.

---

<CTB Set Order: x>

- Used for: Skill, Item Notetags
- Sets the target's CTB Turn Order position to exactly x.
- Replace 'x' with a number value depicting the exact position of the turn
  order position. 0 is the currently active battler and cannot be used.
  1 is closest to taking a turn. Higher numbers are further away.
- This does not affect the currently active battler.

---

<CTB Change Order: +x>
<CTB Change Order: -x>

- Used for: Skill, Item Notetags
- Sets the target's CTB Turn Order position by x slots.
- Replace 'x' with a number value indicating the increase or decrease.
  Negative values decrease the turns needed to wait while positive values
  increase the turns needed.
- This does not affect the currently active battler.

---

<CTB After Speed: x%>

- Used for: Skill, Item Notetags
- After using the skill/item, the user's CTB Speed will be set to x%.
- Replace 'x' with a percentile value representing the amount you want the
  CTB Speed to reset to after the skill/item's usage.

---

<CTB Charge Speed: x%>
<CTB Charge Speed: +x%>
<CTB Charge Speed: -x%>

- Used for: Skill, Item Notetags
- If the target is in a charging state, change the target's speed amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the CTB
  Speed you wish to alter it to/by.
- This only affects targets who are in a charging state.

---

<CTB Cast Speed: x%>
<CTB Cast Speed: +x%>
<CTB Cast Speed: -x%>

- Used for: Skill, Item Notetags
- If the target is in a casting state, change the target's speed amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the CTB
  Speed you wish to alter it to/by.
- This only affects targets who are in a casting state.

---

JavaScript Notetags: CTB Speed Manipulation

CTB Delay.gif

The following are notetags made for users with JavaScript knowledge to give more control over conditional CTB Speed Manipulation.

---

<JS CTB Order>
 code
 code
 order = code;
</JS CTB Order>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine where to set the target's
  order on the CTB Turn Order Display to.
- The 'order' variable represents the final position on the Turn Order
  Display to place the target.
- The 'position' variable represents the target's current position on the
  Turn Order Display.
- This does not affect the currently active battler.

---

<JS CTB Charge Speed>
 code
 code
 rate = code;
</JS CTB Charge Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to if the target is in a charging state.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current CTB Speed rate
  if the target is in a charging state.

---

<JS CTB Cast Speed>
 code
 code
 rate = code;
</JS CTB Cast Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to if the target is in a casting state.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current CTB Speed rate
  if the target is in a casting state.

---

<JS CTB After Speed>
 code
 code
 rate = code;
</JS CTB After Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to after performing this skill/item action.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to 0.

---

Battle System - ETB VisuStella MZ

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.

---

General ETB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<ETB Help>
 description
 description
</ETB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under ETB.
- This is primarily used if the skill behaves differently in ETB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to ETB.

---

Energy Cost-Related Notetags

BattleSysETB Energy.png

---

<ETB Energy Cost: x>

- Used for: Skill, Item Notetags
- Changes the ETB energy cost of this skill/item to 'x'.
- Replace 'x' with a number value representing the energy cost required to
  perform the skill.

---

<ETB Hide Energy Cost>

- Used for: Skill, Item Notetags
- Makes the ETB energy cost for this skill/item hidden regardless of Plugin
  Parameter settings.

---

<ETB Show Energy Cost>

- Used for: Skill, Item Notetags
- Makes the ETB energy cost for this skill/item visible regardless of Plugin
  Parameter settings.

---

Mechanics-Related Notetags

BattleSysETB Energy.png

---

<ETB Pass Turn>

- Used for: Skill, Item Notetags
- If a battler uses this skill/item, then even if there is energy left for
  the team to perform, that battler would no longer be able to input as they
  have already passed their turn.
- By default, this applies to "Guard". If you don't want it to apply to the
  Guard skill, turn it off in the Plugin Parameters for mechanics.

---

<ETB Energy: +x>
<ETB Energy: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Battlers associated with these trait objects can increase or decrease the
  maximum number of actions performed each turn.
- Replace 'x' with a number representing the increase or decrease in energy
  count per turn.
- Depending on the Plugin Parameters, altering the max value can result in
  gaining or losing remaining actions for the current turn.

---

Battle System - FTB VisuStella MZ

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.

---

General FTB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<FTB Help>
 description
 description
</FTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under FTB.
- This is primarily used if the skill behaves differently in FTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to FTB.

---

Action Cost-Related Notetags

BattleSysFTB ActionOrbs.png

---

<FTB Action Cost: x>

- Used for: Skill, Item Notetags
- Changes the FTB action cost of this skill/item to 'x'.
- Replace 'x' with a number value representing the action cost required to
  perform the skill.

---

<FTB Hide Action Cost>

- Used for: Skill, Item Notetags
- Makes the FTB action cost for this skill/item hidden.

---

Mechanics-Related Notetags

---

<FTB Pass Turn>

- Used for: Skill, Item Notetags
- If a battler uses this skill/item, then even if there are actions left for
  the team to perform, that battler would no longer be able to input as they
  have already passed their turn.
- By default, this applies to "Guard". If you don't want it to apply to the
  Guard skill, turn it off in the Plugin Parameters for mechanics.

---

<FTB Actions: +x>
<FTB Actions: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Battlers associated with these trait objects can increase or decrease the
  maximum number of actions performed each turn.
- Replace 'x' with a number representing the increase or decrease in action
  count per turn.
- Depending on the Plugin Parameters, altering the max value can result in
  gaining or losing remaining actions for the current turn.

---

Battle System - OTB VisuStella MZ

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.

---

General OTB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<OTB Help>
 description
 description
</OTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under OTB.
- This is primarily used if the skill behaves differently in OTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to OTB.

---

OTB Turn Order Display-Related Notetags

BattleSysOTB TurnOrderDisplay.png

These notetags affect the OTB Turn Order Display

---

<OTB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<OTB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <OTB Turn Order Face: Monster, 1>

---

Instant Use-Related Notetags

BattleSysOTB Preview.png

---

<OTB Instant>
<OTB Instant Use>
<OTB Instant Cast>

- Used for: Skill, Item Notetags
- Allows the skill/item to be used immediately without consuming a turn.

---

Turn Order Manipulation-Related Notetags

BattleSysOTB TurnOrderChange.png

---

<OTB User Current Turn: +x>
<OTB User Next Turn: +x>
<OTB User Follow Turn: +x>

<OTB User Current Turn: -x>
<OTB User Next Turn: -x>
<OTB User Follow Turn: -x>

- Used for: Skill, Item Notetags
- Changes the user's position in the turn order for the current turn, next
  turn, or whichever turn is following.
- If using the "Follow" variant, if the user has actions left for the
  current turn, it will affect the current turn. If not, it affects the
  next turn instead.
- Replace 'x' with a number representing the number of slots to change.
  - Negative numbers move the user closer to the front.
  - Positive numbers move the user towards the back.
- This effect only occurs once per skill/item use and at the start of the
  action when initializing the skill/item.

---

<OTB Target Current Turn: +x>
<OTB Target Next Turn: +x>
<OTB Target Follow Turn: +x>

<OTB Target Current Turn: -x>
<OTB Target Next Turn: -x>
<OTB Target Follow Turn: -x>

- Used for: Skill, Item Notetags
- Changes the target's position in the turn order for the current turn, next
  turn, or whichever turn is following.
- If using the "Follow" variant, if the target has actions left for the
  current turn, it will affect the current turn. If not, it affects the
  next turn instead.
- Replace 'x' with a number representing the number of slots to change.
  - Negative numbers move the target closer to the front.
  - Positive numbers move the target towards the back.
- This effect will occur as many times as there are successfully connected
  hits for each target, meaning a target can have its turn order shifted
  multiple times.
- These are best used with single target skills/items as multi-target skills
  may shift multiple targets back and forth with each other if they are
  adjacent to one another.

---

Battle System - STB VisuStella MZ

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.

---

General STB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<STB Help>
 description
 description
</STB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under STB.
- This is primarily used if the skill behaves differently in STB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to STB.

---

STB Turn Order Display-Related Notetags

BattleSysSTB TurnOrder.png

These notetags affect the STB Turn Order Display

---

<STB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<STB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <STB Turn Order Face: Monster, 1>

---

Instant Use-Related Notetags

BattleSysSTB Instant.gif

---

<STB Instant>
<STB Instant Use>
<STB Instant Cast>

- Used for: Skill, Item Notetags
- Allows the skill/item to be used immediately without consuming a turn.

---

Exploit-Related Notetags

BattleSysSTB Exploit.gif

---

<STB Exploited Gain State: id>
<STB Exploited Gain State: id, id, id>

<STB Exploited Gain State: name>
<STB Exploited Gain State: name, name, name>

- Used for: Class, Enemy Notetags
- If an actor (with the specified class) or enemy is exploited via elemental
  weaknesses or critical hits, apply the listed penalty state(s).
- Replace 'id' with a number representing the penalty state ID's you wish
  to apply to the exploited battler.
- Insert multiple 'id' values to apply multiple penalty states at once.
- Replace 'name' with the name of the penalty state you wish to apply to the
  exploited battler.
- Insert multiple 'name' entries to apply multiple penalty states at once.

---

<STB Cannot Be Exploited>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This prevents the affected battler from being exploited via elemental
  weaknesses or critical hits.

---

<STB Exploiter Gain State: id>
<STB Exploiter Gain State: id, id, id>

<STB Exploiter Gain State: name>
<STB Exploiter Gain State: name, name, name>

- Used for: Class, Enemy Notetags
- If an actor (with the specified class) or enemy exploits an opponent with
  an elemental weakness or critical hit, apply the listed bonus state(s).
- Replace 'id' with a number representing the bonus state ID's you wish
  to apply to the exploited battler.
- Insert multiple 'id' values to apply multiple bonus states at once.
- Replace 'name' with the name of the bonus state you wish to apply to the
  exploited battler.
- Insert multiple 'name' entries to apply multiple bonus states at once.

---

<STB Cannot Be Exploiter>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This prevents the affected battler from exploiting any opponents via
  elemental weaknesses or critical hits.

---

Boost Action VisuStella MZ

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.

---

Boost Effect-Related Notetags

BoostAction Ani Full.gif

---

<Boost Damage>

- Used for: Skill, Item Notetags
- Boosts will alter the damage dealt by this skill/item.
- The amount of damage increased will be determined by the Plugin Parameter
  Mechanical settings for Damage Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

---

<Boost Turns>

- Used for: Skill, Item Notetags
- Boosts will alter the duration of skills, buffs, and debuffs added by
  this skill/item.
- The amount of turns increased will be determined by the Plugin Parameter
  Mechanical settings for Turn Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

---

<Boost Repeat>

- Used for: Skill, Item Notetags
- Boosts will alter the number of repeated hits dealt by this skill/item.
- The amount of hits increased will be determined by the Plugin Parameter
  Mechanical settings for Repeated Hits Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

---

<Boost Effect Gain>

- Used for: Skill, Item Notetags
- Boosts will alter the number of Boost Points acquired through the
  <Target Boost Points: +x> and <User Boost Points: +x> notetags.
- The power of the effect will be determined by the Plugin Parameter
  Mechanical settings for Effect Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

---

<Boost Analyze>

- Used for: Skill, Item Notetags
- Requires VisuMZ_3_WeaknessDisplay!
- Boosts will alter the number of revealed weaknesses by this skill/item.
- The amount of weaknesses revealed will be determined by the Plugin
  Parameter Mechanical settings for Analyze Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

---

Boost Points Gain/Loss-Related Notetags

BoostAction Ui1.png

---

<User Boost Points: +x>
<User Boost Points: -x>

<Target Boost Points: +x>
<Target Boost Points: -x>

- Used for: Skill, Item Notetags
- The user/target will gain/lose Boost Points if this skill/item connects.
- Replace 'x' with a number representing the number of Boost Points for the
  user/target to gain/lose.

---

<Boost Points Battle Start: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Determines how many extra (or less) Boost Points the battler will start
  a new battle with.
- Replace 'x' with a number representing the amount of Boost Points to
  increase or decrease the starting Boost Points value by multiplicatively.

---

<Boost Points Battle Start: +x>
<Boost Points Battle Start: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Determines how many extra (or less) Boost Points the battler will start
  a new battle with.
- Replace 'x' with a number representing the amount of Boost Points to
  increase or decrease the starting Boost Points value by additively.

---

Boost Point Requirements-Related Notetags

BoostAction Ani Sequence.gif

The following are notetags that make skills/items require a certain amount of Boost Points to be in "use" before they can become enabled.

---

<Require x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at least x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

<Require >= x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at least x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

<Require > x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require more than x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

<Require = x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require exactly x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

<Require < x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require less than x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

<Require <= x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at most x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

---

Boosting-Related Notetags

---

<Boost Stealed>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- As long as the battler is affected by a trait object with this notetag,
  the battler cannot Boost.

---

Enemy-Related Notetags

---

<Boost Skill id: Full>
<Boost name: Full>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will use as many Boost
  Points as it can to cast it.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

---

<Boost Skill id: At Least x>
<Boost name: At Least x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only use Boost Points
  after reaching 'x' Boost Points and will use as much as it can.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

---

<Boost Skill id: At Most x>
<Boost name: At Most x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only as many Boost
  Points as it can unless the Boost Points spent go over 'x'.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

---

<Boost Skill id: Exactly x>
<Boost name: Exactly x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only use 'x' Boost
  Points when Boosting for the skill.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

---

Regeneration-Related Notetags

---

<Boost Points Regen: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the amount of Boost Points gained when regenerating Boost Points
  (as long as the battler can).
- Replace 'x' with a number value representing the amount of Boost Points
  to increase or decrease the regenerated amount by multiplicatively.

---

<Boost Points Regen: +x>
<Boost Points Regen: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the amount of Boost Points gained when regenerating Boost Points
  (as long as the battler can).
- Replace 'x' with a number value representing the amount of Boost Points
  to increase or decrease the regenerated amount by additively.

---

Break Shields VisuStella MZ

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.

---

Break Shield Calculation-Related Notetags

BreakShields Ani.gif

---

<Break Shields: x>

- Used for: Actor, Class, Enemy Notetags
- Declares the base amount of Break Shields this battler will have.
- This will ignore the default setting from the Plugin Parameters.
- Replace 'x' with a number representing the base amount of Break Shields to
  give this battler.
- If both the Actor and Class database object has this notetag, priority
  will be given to the Class before the Actor.

---

<Break Shields: +x>
<Break Shields: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Allows trait objects to alter the amount of Break Shields battlers have
  whenever their Break Shields are reset.
- Replace 'x' with a number representing the Break Shields to increase or
  decrease the amount by.
- Total Break Shields cannot go under 1 and cannot go whatever the maximum
  is declared inside the Plugin Parameters.

---

Break Shield Alteration-Related Notetags

BreakShields Ani.gif

---

<Break Reduce: x>

- Used for: Skill, Item Notetags
- Reduces the target's Break Shield by x if this action hits a weakness.
- This will ignore the default setting from the Plugin Parameters.
- Replace 'x' with a number to determine how many Break Shields to reduce.
- If Break Shields reach 0, the target will enter a Stun state.

---

<Change Break Shield: x>

- Used for: Skill, Item Notetags
- This will change the target battler's Break Shield value to x if the
  battler isn't currently stunned.
- No effect if you don't use this notetag.
- Replace 'x' with a number value to change the target battler's Break
  Shield value to.

---

<Increase Break Shield: +x>
<Decrease Break Shield: -x>

- Used for: Skill, Item Notetags
- This will either increase the target battler's break shield by x or
  decrease the target battler's break shield by x.
- Happens after the Change Break Shield notetag.
- No effect if you don't use this notetag.
- Replace 'x' with a number value representing the amount to alter the
  target's Break Shields by.

---

Element-Related Notetags

BreakShields ProtectElement.png

---

<Protect Element: id>
<Protect Elements: id, id, id>

<Protect Element: name>
<Protect Elements: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Specified element(s) will be guarded and Break Shields cannot be reduced
  when struck with that element (as long as the requirement is above 100%).
- The element rate for those will cap at 100%, preventing extra damage from
  being dealt despite having weaknesses, although custom JS effects will
  bypass this.
- Replace 'id' with a number value representing the ID(s) of the element(s).
- Replace 'name' with the name(s) of the element(s).

---

Bright Effects VisuStella MZ

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.

---

Bloom-Related Notetags

---

<Bloom Scale: x>

- Used for: Map Notetags and Troop Names
- Changes the bloom scale to x for map/battle.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Less bloom
  - Higher - More bloom

---

<Bloom Brightness: x>

- Used for: Map Notetags and Troop Names
- Changes the bloom brightness to x for map/battle
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Darker
  - Higher - Brighter

---

<Bloom Threshold: x>

- Used for: Map Notetags and Troop Names
- Changes the bloom threshold to x for map/battle.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Less picky
  - Higher - More picky

---

<Bloom Horz Scale: x to y>
<Bloom Vert Scale: x to y>

- Used for: Map Notetags
- Map only. Sets an adjusting scale when traveling left to right on the map
  (Horz) or up to down on the map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Less bloom
  - Higher - More bloom

---

<Bloom Horz Brightness: x to y>
<Bloom Vert Brightness: x to y>

- Used for: Map Notetags
- Map only. Sets an adjusting brightness when traveling left to right on the
  map (Horz) or up to down on the map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Darker
  - Higher - Brighter

---

<Bloom Horz Threshold: x to y>
<Bloom Vert Threshold: x to y>

- Used for: Map Notetags
- Map only. Sets an adjusting threshold when traveling left to right on the
  map (Horz) or up to down on the map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Less picky
  - Higher - More picky

---

Godray-Related Notetags

---

<Godray>
<No Godray>

- Used for: Map Notetags and Troop Names
- Changes if there will be a godray on the map/battle regardless of the
  default settings in the plugin parameters.

---

<Godray Speed: x>

- Used for: Map Notetags and Troop Names
- Sets the flickering speed of the rays.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Slower
  - Higher - Faster

---

<Godray Gain: x>

- Used for: Map Notetags and Troop Names
- Sets the gain/intensity of the rays.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Lighter
  - Higher - Intense

---

<Godray Lacunarity: x>

- Used for: Map Notetags and Troop Names
- Sets the lacunarity/density of the rays.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Less dense
  - Higher - More dense

---

<Godray Angle: x>

- Used for: Map Notetags and Troop Names
- Sets the angle of the rays.
- Replace 'x' with a number to represent the value. Use a negative or
  positive integer value.
  - Negative - Coming from the left
  - Positive - Coming from the right

---

<Godray Horz Speed: x to y>
<Godray Vert Speed: x to y>

- Used for: Map Notetags
- Map only. Adjusts godray speed going left to right on a map (Horz) or up
  to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Slower
  - Higher - Faster

---

<Godray Horz Gain: x to y>
<Godray Vert Gain: x to y>

- Used for: Map Notetags
- Map only. Adjusts godray gain going left to right on a map (Horz) or up to
  down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Lighter
  - Higher - Intense

---

<Godray Horz Lacunarity: x to y>
<Godray Vert Lacunarity: x to y>

- Used for: Map Notetags
- Map only. Adjusts godray lacunarity going left to right on a map (Horz) or
  up to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Less dense
  - Higher - More dense

---

<Godray Horz Angle: x to y>
<Godray Vert Angle: x to y>

- Used for: Map Notetags
- Map only. Adjusts godray angle going left to right on a map (Horz) or up
  to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use a negative or
  positive integer values.
  - Negative - Coming from the left
  - Positive - Coming from the right

---

Color Adjust-Related Notetags

---

<Color Adjust Brightness: x>

- Used for: Map Notetags and Troop Names
- Alters the screen brightness for the map/battle.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Darker
  - Higher - Brighter

---

<Color Adjust Contrast: x>

- Used for: Map Notetags and Troop Names
- Adjusts the screen contrast for the map/battle.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Less contrast
  - Higher - More contrast

---

<Color Adjust Saturate: x>

- Used for: Map Notetags and Troop Names
- Adjusts the screen saturation for the map/battle.
- Replace 'x' with a number to represent the value. Use decimals.
  - Lower - Darker
  - Higher - Brighter

---

<Color Adjust Horz Brightness: x to y>
<Color Adjust Vert Brightness: x to y>

- Used for: Map Notetags
- Map only. Alters the screen brightness when moving left to right on a map
  (Horz) or up to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Darker
  - Higher - Brighter

---

<Color Adjust Horz Contrast: x to y>
<Color Adjust Vert Contrast: x to y>

- Used for: Map Notetags
- Map only. Adjusts the screen contrast when moving left to right on a map
  (Horz) or up to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Less contrast
  - Higher - More contrast

---

<Color Adjust Horz Saturate: x to y>
<Color Adjust Vert Saturate: x to y>

- Used for: Map Notetags
- Map only. Adjusts the screen saturation when moving left to right on a map
  (Horz) or up to down on a map (Vert).
- Replace 'x' and 'y' with numbers to represent the value. Use decimals.
  - Lower - Less intensity
  - Higher - More intensity

---

Class Change System VisuStella MZ

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.

---

Class Basics-Related Notetags

ClassChangeSys Ani.gif

---

<Icon: x>

- Used for: Class Notetags
- Assigns an icon index for the class to 'x'.
- Replace 'x' with a number representing the index value on the IconSet
  image in the img/system/ folder for the icon you want to assign.
- If this notetag is not used, the icon index will default to the setting
  found in the Class Change System's Plugin Parameters.

---

<Help Description>
 text
 text
</Help Description>

- Used for: Class Notetags
- Assigns a help description to the class.
- Replace 'text' with text you want displayed when this class is selected
  in the Class Change scene's class list.
- If this notetag is not used, the help description will default to the
  setting found in the Class Change System's Plugin Parameters.

---

<Class Change Animation: x>

- Used for: Class Notetags
- Assigns an animation for the class when the actor changes to that class.
- Replace 'x' with a number representing the ID of the animation found in
  the database to play when the actor changes to that class.
- If this notetag is not used, the animation will default to the setting
  found in the Class Change System's Plugin Parameters.

---

<Class Change Picture: filename>
<Picture: filename>

- Used for: Class Notetags
- Uses a picture from your project's /img/pictures/ folder instead of the
  class's icon during for the Class Change scene.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Scaling will not apply to the picture.
- Use the <Picture: filename> version for any other plugins that may be
  using this as an image outside of class changing, too.
- The size used for the image will vary based on your game's resolution.

---

Class Specific Graphics-Related Notetags

ClassChangeSys Ani.gif

---

<Class id Face: filename, index>

<Class name Face: filename, index>

- Used for: Actor Notetags
- Gives this actor a class specific face graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/faces/ folder. Do not include the file extension.
- Replace 'index' with the index of the graphic. Index values start at 0.

Examples:

  <Class 1 Face: Actor2, 0>

  <Class Swordsman Face: Actor2, 0>

---

<Class id Character: filename, index>

<Class name Character: filename, index>

- Used for: Actor Notetags
- Gives this actor a class specific map character sprite graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/characters/ folder. Do not include the file extension.
- Replace 'index' with the index of the graphic. Index values start at 0.

Examples:

  <Class 1 Character: Actor2, 0>

  <Class Swordsman Character: Actor2, 0>

---

<Class id Battler: filename>

<Class name Battler: filename>

- Used for: Actor Notetags
- Gives this actor a class specific sideview battler graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/sv_actors/ folder. Do not include the file extension.

Examples:

  <Class 1 Battler: Actor2_1>

  <Class Swordsman Battler: Actor2_1>

---

<Class id Menu Portrait: filename>

<Class name Menu Portrait: filename>

- Used for: Actor Notetags
- Requires VisuMZ_1_MainMenuCore!
- Gives this actor a class specific menu portrait graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/pictures/ folder. Do not include the file extension.

Examples:

  <Class 1 Menu Portrait: Actor2_1>

  <Class Swordsman Menu Portrait: Actor2_1>

---

<Class id Battle Portrait: filename>

<Class name Battle Portrait: filename>

- Used for: Actor Notetags
- Requires VisuMZ_1_BattleCore!
- Gives this actor a class specific battle portrait graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/pictures/ folder. Do not include the file extension.

Examples:

  <Class 1 Battle Portrait: Actor2_1>

  <Class Swordsman Battle Portrait: Actor2_1>

---

Class Unlocking-Related Notetags

ClassChangeSys Unlocked.png

---

<Unlocked Classes: id>
<Unlocked Classes: id, id, id>

<Unlocked Classes: name>
<Unlocked Classes: name, name, name>

- Used for: Actor Notetags
- Allows this actor to start with certain classes unlocked. These classes
  are unlocked in addition to the ones found in the Plugin Parameters.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Insert multiple data entries to unlock more classes.

---

<Auto Unlock Requirements>
 Class id: Level x
 Class name: Level x

 Class id: x AP
 Class name: x AP

 Class id: x CP
 Class name: x CP

 Class id: x JP
 Class name: x JP

 Class id: x SP
 Class name: x SP

 AP: x
 CP: x
 JP: x
 SP: x
</Auto Unlock Requirements>

- Used for: Class Notetags
- Have this class unlock automatically whenever all of the conditions have
  been met after a battle is over or upon entering the Class Change scene.
- Insert/delete any number of copies of the middle conditions as needed.
- For 'id' conditions, replace 'id' with a number representing class's ID.
- For 'name' conditions, replace 'name' with the class's name.
- For 'AP', 'CP', 'JP', 'SP' conditions that have class markers, they
  require that many of the resource as the 'x' value for that class.
  These are best used with resource types that are class specific.
- For 'AP', 'CP', 'JP', 'SP' conditions that have class markers, they
  require that many of the resource as the 'x' value for the current class.
  These are best used with resource types that are shared.
- 'AP' and 'SP' conditions require VisuMZ_2_SkillLearnSystem.

Examples:

<Auto Unlock Requirements>
 Class 4: Level 20
 Class 6: Level 15
</Auto Unlock Requirements>

<Auto Unlock Requirements>
 Class Knight: Level 20
 Class Spellblade: Level 15
</Auto Unlock Requirements>

<Auto Unlock Requirements>
 Class Knight: 200 JP
 Class Spellblade: 100 JP
</Auto Unlock Requirements>

<Auto Unlock Requirements>
 Class Knight: 200 JP
 CP: 500
</Auto Unlock Requirements>

---

Category-Related Notetags

ClassChangeSys Prevew1.png

---

<Starting Multiclasses: x>

- Used for: Actor Notetags
- Lets the actor start with 'x' amount of class slots to assign.
- Replace 'x' with a number value representing the number of slots the
  actor can assign classes to.
- If this notetag is not used, the slot values will default to the setting
  found in the Class Change System's Plugin Parameters.
- Slot values cannot go under 1 or exceed the maximum number of layers found
  in the "Multiclass Settings" Plugin Parameters.

---

<Starting Tier x Class: id>

<Starting Tier x Class: name>

- Used for: Actor Notetags
- If an actor has multiclass slots, determine which subclasses are assigned
  to them at the start.
- Replace 'x' with a number value representing the multiclass slot to assign
  to. '1' is the primary slot. '2' is the second slot.
- For 'id' conditions, replace 'id' with a number representing class's ID.
- For 'name' conditions, replace 'name' with the class's name.
- Insert multiple copies of this notetag to assign multiple classes to
  different slots.

Example:

<Starting Tier 2 Class: Sorcerer>

<Starting Tier 3 Class: Priest>

---

<Restrict Class Change Tier: x>
<Restrict Class Change Tiers: x, x, x>

- Used for: Actor Notetags
- This makes an actor unable to change the class found in any of the listed
  tier slots unless this effect is cancelled by Plugin Commands.
- Replace 'x' with a number representing the tier slot(s) to restrict.

---

<Class Change Tier Only: x>
<Class Change Tiers Only: x, x, x>

- Used for: Class Notetags
- This makes the specific class only assignable to specific class tiers.
- Replace 'x' with a number representing the tier slot(s) that this class
  can be assigned and equipped to.

---

Class Points-Related Notetags

ClassChangeSys Resources.png

---

<Starting CP: x>

- Used for: Actor Notetags
- Determines the amount of Class Points the actor starts with in his/her
  starting class.
- Replace 'x' with a numeric value representing the amount of Class Points
  to start out with.

---

<Class id Starting CP: x>
<Class name Starting CP: x>

- Used for: Actor Notetags
- Determines the amount of Class Points the actor starts with in a specific
  class if Class Points aren't shared across all classes.
- Replace 'x' with a numeric value representing the amount of Class Points
  to start out with.
- Replace 'id' with the ID of the class to set starting Class Points for.
- Replace 'name' with the name of the class to set starting Class Points
  for.

---

<CP Gain: x>
<User CP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the user will acquire 'x' amount
  of Class Points.
- Replace 'x' with a number representing the amount of Class Points for the
  user to earn upon usage.
- This effect will trigger each time per "hit".
- This effect will take over the "Per Action Hit" Class Points gain from the
  Plugin Parameters.

---

<Target CP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the target will acquire 'x' amount
  of Class Points.
- Replace 'x' with a number representing the amount of Class Points for the
  target to earn upon usage.
- This effect will trigger each time per "hit".

---

<CP: x>

- Used for: Enemy Notetags
- Determines the amount of Class Points the enemy will give the player's
  party upon being defeated.
- Replace 'x' with a number representing the amount of Class Points to grant
  the player's party each.
- This effect will take over the "Per Enemy" Class Points gain from the
  Plugin Parameters.

---

<Class Points Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Increases the amount of Class Points the affected battler will gain by a
  percentile value.
- Replace 'x' with a percentage number representing the amount of Class
  Points that will be acquired.
- This stacks multiplicatively with each other.
- This does not apply when Class Points are directly added, lost, or set.

---

Job Points-Related Notetags

ClassChangeSys Resources.png

---

<Starting JP: x>

- Used for: Actor Notetags
- Determines the amount of Job Points the actor starts with in his/her
  starting class.
- Replace 'x' with a numeric value representing the amount of Job Points to
  start out with.

---

<Class id Starting JP: x>
<Class name Starting JP: x>

- Used for: Actor Notetags
- Determines the amount of Job Points the actor starts with in a specific
  class if Job Points aren't shared across all classes.
- Replace 'x' with a numeric value representing the amount of Job Points to
  start out with.
- Replace 'id' with the ID of the class to set starting Job Points for.
- Replace 'name' with the name of the class to set starting Job Points for.

---

<JP Gain: x>
<User JP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the user will acquire 'x' amount
  of Job Points.
- Replace 'x' with a number representing the amount of Job Points for the
  user to earn upon usage.
- This effect will trigger each time per "hit".
- This effect will take over the "Per Action Hit" Job Points gain from the
  Plugin Parameters.

---

<Target JP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the target will acquire 'x' amount
  of Job Points.
- Replace 'x' with a number representing the amount of Job Points for the
  target to earn upon usage.
- This effect will trigger each time per "hit".

---

<JP: x>

- Used for: Enemy Notetags
- Determines the amount of Job Points the enemy will give the player's party
  upon being defeated.
- Replace 'x' with a number representing the amount of Job Points to grant
  the player's party each.
- This effect will take over the "Per Enemy" Job Points gain from the
  Plugin Parameters.

---

<Job Points Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Increases the amount of Job Points the affected battler will gain by a
  percentile value.
- Replace 'x' with a percentage number representing the amount of Job Points
  that will be acquired.
- This stacks multiplicatively with each other.
- This does not apply when Job Points are directly added, lost, or set.

---

Combat Log VisuStella MZ

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.

---

Bypass-Related Notetags

---

CombatLog Preview1.png

<Bypass Combat Log>

- Used for: State Notetags
- Insert this notetag inside a state to make its state messages ignored.

---

Common Event Menu VisuStella MZ

Comment Tags

The following are comment tags that have been added through this plugin. These comment tags will not work with your game if this plugin is OFF or not present. To make a comment tag, create a comment inside of the Common Event and type in any of the comment tags seen below for their effects.

---

Basic-Related Comment Tags

CommonEventMenu Layout 054 Standard.png

---

<Name: text>

- Used for: Common Event Comment Tag
- Replaces the text that appears in the Common Event Menu List with this
  instead of the Common Event's name found in the database.
- Replace 'text' with the name you want to be displayed in the List Window.
- If this comment tag is not used, default to the Common Event's name.

---

<Icon: x>

- Used for: Common Event Comment Tag
- Sets the icon shown next to this Common Event.
- Replace 'x' with a number representing the icon index used for this
  Common Event.
- If this comment tag is not used, default to the Plugin Parameters.

---

<Indent: x>

- Used for: Common Event Comment Tag
- Indents the name when it appears in the Common Event List.
- Replace 'x' with the number of times to indent the name.
- Each indent is equal to an icon width.

---

<Picture: filename>

- Used for: Common Event Comment Tag
- Description
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder.
  - Filenames are case sensitive.
  - Leave out the filename extension from the notetag.

---

Description-Related Comment Tags

CommonEventMenu Layout 074 Standard Thick-Sub-Corner-List.png

---

<Help Description>
 text
 text
</Help Description>

- Used for: Common Event Comment Tag
- When this Common Event is selected, display this text in the Help Window.
- Replace 'text' with the text you want to display in the Help Window when
  this Common Event is selected.
- You can chain together Comment event commands in the RPG Maker Editor to
  combine their contents in case you want to add more than 4 lines of text.

---

<Subtext Description>
 text
 text
</Subtext Description>

- Used for: Common Event Comment Tag
- When this Common Event is selected, display this text in the Sub Window.
- Replace 'text' with the text you want to display in the Sub Window when
  this Common Event is selected.
- You can chain together Comment event commands in the RPG Maker Editor to
  combine their contents in case you want to add more than 4 lines of text.

---

<Extra Description x>
 text
 text
</Extra Description x>

- Used for: Common Event Comment Tag
- When this Common Event is selected, display this text in the Extra Window.
- Replace 'x' with a number from 1 to 10 to determine which Extra Window to
  display the text in.
- Replace 'text' with the text you want to display in the Extra Window when
  this Common Event is selected.
- You can chain together Comment event commands in the RPG Maker Editor to
  combine their contents in case you want to add more than 4 lines of text.

---

Visibility-Related Comment Tags

CommonEventMenu Layout 005 Gallery 4-Row-List.png

---

<Show Switch: x>

<Show All Switches: x,x,x>
<Show Any Switches: x,x,x>

- Used for: Common Event Comment Tag
- Determines the visible status of the Common Event based on switches.
- Replace 'x' with the switch ID to determine the Common Event's visibility.
- If 'All' notetag variant is used, the Common Event will be hidden until
  all switches are ON. Then, it would be shown.
- If 'Any' notetag variant is used, the Common Event will be shown if any
  of the switches are ON. Otherwise, it would be hidden.

---

<Hide Switch: x>

<Hide All Switches: x,x,x>
<Hide Any Switches: x,x,x>

- Used for: Common Event Comment Tag
- Determines the visible status of the Common Event based on switches.
- Replace 'x' with the switch ID to determine the Common Event's visibility.
- If 'All' notetag variant is used, the Common Event will be shown until
  all switches are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, the Common Event will be hidden if any
  of the switches are ON. Otherwise, it would be shown.

---

JavaScript Comment Tag: Visibility

The following are notetags made for users with JavaScript knowledge to determine if a Common Event is visible in the menu by code.

---

<JS Visible>
 code
 code
 visible = code;
</JS Visible>

- Used for: Common Event Comment Tag
- Determines the visible status of the Common Event based on JavaScript
  code.
- Replace 'code' to determine the type visible status of the Common Event.
- You can chain together Comment event commands in the RPG Maker Editor to
  combine their contents in case you want to add more than 4 lines of code.
- The 'visible' variable returns a boolean (true/false) to determine if the
  Common Event will be visible or not.
- All other Common Event conditions must be met in order for this to code to
  count.

---

Enable-Related Comment Tags

CommonEventMenu Layout 042 Side-Sub Firm-List.png

---

<Enable Switch: x>

<Enable All Switches: x,x,x>
<Enable Any Switches: x,x,x>

- Used for: Common Event Comment Tag
- Determines the enabled status of the Common Event based on switches.
- Replace 'x' with the switch ID to determine if the Common Event's enabled.
- If 'All' notetag variant is used, the Common Event will be disabled until
  all switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, the Common Event will be enabled if any
  of the switches are ON. Otherwise, it would be disabled.

---

<Disable Switch: x>

<Disable All Switches: x,x,x>
<Disable Any Switches: x,x,x>

- Used for: Common Event Comment Tag
- Determines the enabled status of the Common Event based on switches.
- Replace 'x' with the switch ID to determine if the Common Event's enabled.
- If 'All' notetag variant is used, the Common Event will be enabled until
  all switches are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, the Common Event will be disabled if any
  of the switches are ON. Otherwise, it would be enabled.

---

JavaScript Comment Tag: Enable

The following are notetags made for users with JavaScript knowledge to determine if a Common Event can be selectable by code.

---

<JS Enable>
 code
 code
 enabled = code;
</JS Enable>

- Used for: Common Event Comment Tag
- Determines the enabled status of the Common Event based on JavaScript
  code.
- Replace 'code' to determine the type enabled status of the Common Event.
- You can chain together Comment event commands in the RPG Maker Editor to
  combine their contents in case you want to add more than 4 lines of code.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  Common Event will be enabled or not.
- All other Common Event conditions must be met in order for this to code to
  count.

---

Conditional Random Encounters VisuStella MZ

To make these comment tags work, insert any of the below comment tags inside a comment found within any of the troop's pages. The page's conditions do not need to be met and can even work with the "Don't Run" condition.

If there are multiple comments, the comments will be stringed together allowing for more than 6 lines of conditions.

If using the Battle Core's "Base Troop ID(s)" Plugin Parameter, the comments from the Base Troop pages will also be copied over.

---

Requirement Comment Tags

CondRandEnc Preview1.png

---

<Random Encounter Requirements>
 condition
 condition
 condition
 condition
</Random Encounter Requirements>

- Used for: Troop Page Comment Tags
- Create conditional requirements for this random encounter to be met before
  it would appear in the random encounter pool for the map.
- Replace 'condition' with any of the conditions listed in below section.
- Insert and/or remove 'condition' lines to add/remove conditions.

Condition List

CondRandEnc Preview1.png

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- 'Switch x' (replace 'x' with a number) for switch x's current state.
- 'TRUE', 'FALSE', 'ON', 'OFF' for the opposite x/y value.
- Using any of these boolean modifiers must be paired with '===' or '!=='

- 'Variable x' (replace 'x' with a number) for variable x's current value.
- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Item id Count' for the number of specific items the party owns.
  - Replace 'id' with the ID of the item.
- 'Item name Count' for the number of specific items the party owns.
  - Replace 'name' with the ID of the item.

- 'Weapon id Count' for the number of specific weapons the party owns.
  - Replace 'id' with the ID of the weapon.
- 'Weapon name Count' for the number of specific weapons the party owns.
  - Replace 'name' with the ID of the weapon.

- 'Armor id Count' for the number of specific armors the party owns.
  - Replace 'id' with the ID of the armor.
- 'Armor name Count' for the number of specific armors the party owns.
  - Replace 'name' with the ID of the armor.

- 'Alive Members' for the number of alive party members when drops are
  being determined.

- 'Battle Members' for the number of participating party members in battle.

- 'Dead Members' for the number of dead party members when drops are
  being determined.

- 'Death Turn' for the turn the enemy died. If an enemy was revived during
  battle, then take the most recent turn the enemy has died.

- 'Party Gold' for the party's current gold value when drops are
  being determined.

- 'Party Members' for the number of total party members in battle.

---

BGM Comment Tags

---

<Forced BGM>
 Name: filename
 Volume: x
 Pitch: x
 Pan: x
</Forced BGM>

- Used for: Troop Page Comment Tags
- Forces a specific BGM to play whenever this specific encounter is primed
  for battle.
- This will override any database settings or music changes from event
  commands.
- Replace 'filename' with the filename of the BGM you want to play.
  - Do NOT include the file extension.
- Replace 'volume' with a number to determine sound volume.
- Replace 'pitch' with a number to determine sound pitch.
- Replace 'pan' with a number to determine sound panning.

---

Core Engine VisuStella MZ

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.

Actors

Parameter limits can be adjusted in the Plugin Parameters, but this won't lift the ability to change the values of an actor's initial or max level past the editor's limits. Instead, this must be done through the usage of notetags to accomplish the feat.

---

<Max Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's max level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

<Initial Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's initial level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

Classes

As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain classes can learn upon reaching higher levels past 99, too.

---

<Learn At Level: x>

- Used for: Class Skill Learn Notetags
- Replace 'x' with an integer to determine the level this class will learn
  the associated skill at.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the class's database value.

---

Enemies

Enemies are now given levels. The levels don't do anything except to serve as a container for a number value. This way, levels can be used in damage formulas (ie. a.atk - b.level) without causing any errors. To give enemies levels, use the notetags below. These notetags also allow you to adjust the base parameters, EXP, and Gold past the database limitations.

---

<Level: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's level.
- If no level is declared, the level will default to 1.

---

<param: x>

- Used for: Enemy Notetags
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to alter.
  - This notetag does NOT work with X Parameters, S Parameters, or any
    custom parameters. This notetag ONLY works with the base parameters.
- Replace 'x' with an integer to set an enemy's 'param' base value.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

<EXP: x>
<Gold: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's EXP or Gold values.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

Animations

CoreEngineAnimationNotetags.png

Animations in RPG Maker MZ are done by Effekseer and the animation system has been revamped. However, the animations are only centered on the targets now, and cannot be attached to the head or foot. Insert these tags into the names of the animations in the database to adjust their positions.

---

<Head>
<Foot>

- Used for: Animation Name Tags
- Will set the animation to anchor on top of the sprite (if <Head> is used)
  or at the bottom of the sprite (if <Foot> is used).

---

<Anchor X: x>
<Anchor Y: y>

<Anchor: x, y>

- Used for: Animation Name Tags
- Will anchor the animation at a specific point within the sprite based on
  the 'x' and 'y' values.
- Replace 'x' and 'y' with numeric values representing their positions based
  on a rate where 0.0 is the furthest left/up (x, y respectively) to 1.0 for
  the furthest right/down (x, y respectively).

Examples:

<Anchor X: 0.4>
<Anchor Y: 0.8>

<Anchor: 0.2, 0.9>

---

<Offset X: +x>
<Offset X: -x>
<Offset Y: +y>
<Offset Y: -y>

<Offset: +x, +y>
<Offset: -x, -y>

- Used for: Animation Name Tags
- Will anchor the animation to be offset by an exact number of pixels.
- This does the same the editor does, except it lets you input values
  greater than 999 and lower than -999.
- Replace 'x' and 'y' with numeric values the exact number of pixels to
  offset the animation's x and y coordinates by.

Examples:

<Offset X: +20>
<Offset Y: -50>

<Offset: +10, -30>

---

<Mirror Offset X>
<No Mirror Offset X>

- Used for: Animation Name Tags
- If an animation is mirrored, you can choose to have the animation's Offset
  X value be mirrored, too (or not at all).
- If no name tag is discovered, this will use the setting found in the
  Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset X setting.

---

Quality of Life

By default, RPG Maker MZ does not offer an encounter step minimum after a random encounter has finished. This means that one step immediately after finishing a battle, the player can immediately enter another battle. The Quality of Life improvement: Minimum Encounter Steps allows you to set a buffer range between battles for the player to have some breathing room.

---

<Minimum Encounter Steps: x>

- Used for: Map Notetags
- Replace 'x' with the minimum number of steps before the player enters a
  random encounter on that map.
- If this notetag is not used, then the minimum encounter steps for the map
  will default to Quality of Life Settings => Encounter Rate Min.

---

Tile shadows are automatically added to certain tiles in the map editor. These tile shadows may or may not fit some types of maps. You can turn them on/off with the Quality of Life Plugin Parameters or you can override the settings with the following notetags:

<Show Tile Shadows>
<Hide Tile Shadows>

- Used for: Map Notetags
- Use the respective notetag for the function you wish to achieve.
- If this notetag is not used, then the tileset shadow settings for the map
  will default to Quality of Life Settings => No Tile Shadows.

---

Basic, X, and S Parameters

A battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter behaviors and give boosts to trait objects in a more controlled manner.

---

<param Plus: +x>
<param Plus: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<param Rate: x%>
<param Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'param' value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Flat: +x>
<param Flat: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Max: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Sets max caps for the 'param' to be 'x'. If there are multiple max caps
  available to the unit, then the highest will be selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer to determine what the max cap should be.

---

<xparam Plus: +x%>
<xparam Plus: -x%>

<xparam Plus: +x.x>
<xparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<xparam Rate: x%>
<xparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'xparam' value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<xparam Flat: +x%>
<xparam Flat: -x%>

<xparam Flat: +x.x>
<xparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<sparam Plus: +x%>
<sparam Plus: -x%>

<sparam Plus: +x.x>
<sparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<sparam Rate: x%>
<sparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'sparam' value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<sparam Flat: +x%>
<sparam Flat: -x%>

<sparam Flat: +x.x>
<sparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

JavaScript Notetags: Basic, X, and S Parameters

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Basic, X, and S Parameters.

---

<JS param Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' plus value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' rate value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' flat value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Max: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to determine what the max cap for 'param' should be. If there
  are multiple max caps available to the unit, then the highest is selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine the max cap for the
  desired parameter.

---

<JS xparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' plus value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the X parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' rate value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the X parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' flat value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the X parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS sparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' plus value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the S parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' rate value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the S parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' flat value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the S parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

Battle Setting-Related Notetags

These tags will change the settings for battle regardless of how the battle system is set up normally. Insert these tags in either the noteboxes of maps or the names of troops for them to take effect. If both are present for a specific battle, then priority goes to the setting found in the troop name.

---

<FV>
<Front View>
<Battle View: FV>
<Battle View: Front View>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the perspective of battle to front view for this specific map or
  battle.
- Make sure you have the enemy image files available in the img/enemies/
  folder as they will used instead of the "sv_enemies" graphics.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<SV>
<Side View>
<Battle View: SV>
<Battle View: Side View>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the perspective of battle to side view for this specific map or
  battle.
- Make sure you have the enemy image files available in the img/sv_enemies/
  folder as they will used instead of the "enemies" graphics.
- Make sure your actors have "sv_actor" graphics attached to them.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<DTB>
<Battle System: DTB>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the default battle system (DTB).
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<TPB Active>
<ATB Active>
<Battle System: TPB Active>
<Battle System: ATB Active>

<TPB Wait>
<ATB Wait>
<Battle System: TPB Wait>
<Battle System: ATB Wait>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the time progress battle system (TPB) or
  active turn battle system (ATB) if you have VisuMZ_2_BattleSystemATB
  installed for the game project.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<BTB>
<Battle System: BTB>

<CTB>
<Battle System: CTB>

<ETB>
<Battle System: ETB>

<FTB>
<Battle System: FTB>

<OTB>
<Battle System: OTB>

<PTB>
<Battle System: PTB>

<STB>
<Battle System: STB>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the respective battle system as long as you
  have those plugins installed in the current project.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

Database Inheritance VisuStella MZ

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.

---

Everything-Related Notetags

DatabaseInherit Example.png

---

<Inherit Everything From: id>
<Inherit Everything From: id, id, id>

<Inherit Everything From: name>
<Inherit Everything From: name, name, name>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags, basic properties, damage formulas, parameters,
  action patterns, traits, and effects from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Everything>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags, basic properties, damage formulas, parameters,
  action patterns, traits, and effects from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Everything>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags, basic properties, damage formulas, parameters,
  action patterns, traits, and effects from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Everything>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags, basic properties, damage formulas, parameters,
  action patterns, traits, and effects from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Everything>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags, basic properties, damage formulas, parameters,
  action patterns, traits, and effects from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Notetag Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Notetags From: id>
<Inherit Notetags From: id, id, id>

<Inherit Notetags From: name>
<Inherit Notetags From: name, name, name>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Notetags>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Notetags>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Notetags>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Notetags>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit notetags from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Basic Property Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Properties From: id>
<Inherit Properties From: id, id, id>

<Inherit Properties From: name>
<Inherit Properties From: name, name, name>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit basic properties determined by the plugin parameters.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.
- If there are multiple parent objects, the inheritance for overwritten
  properties will come from the last listed parent object.

---

<Inherit First Properties>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit basic properties determined by the plugin parameters.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.
- If there are multiple parent objects, the inheritance for overwritten
  properties will come from the last listed parent object.

---

<Inherit Last Properties>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit basic properties determined by the plugin parameters.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.
- If there are multiple parent objects, the inheritance for overwritten
  properties will come from the last listed parent object.

---

<Inherit Previous Properties>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit basic properties determined by the plugin parameters.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.
- If there are multiple parent objects, the inheritance for overwritten
  properties will come from the last listed parent object.

---

<Inherit Next Properties>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State, and
  Tileset Notetags
- This will inherit basic properties determined by the plugin parameters.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.
- If there are multiple parent objects, the inheritance for overwritten
  properties will come from the last listed parent object.

---

Damage Formula Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Damage Formula From: id>
<Inherit Properties From: id, id, id>

<Inherit Damage Formula From: name>
<Inherit Damage Formula From: name, name, name>

- Used for: Skill, Item Notetags
- This will inherit and extend the damage formula from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Damage Formula>

- Used for: Skill, Item Notetags
- This will inherit and extend the damage formula from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Damage Formula>

- Used for: Skill, Item Notetags
- This will inherit and extend the damage formula from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Damage Formula>

- Used for: Skill, Item Notetags
- This will inherit and extend the damage formula from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Damage Formula>

- Used for: Skill, Item Notetags
- This will inherit and extend the damage formula from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Parameters Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Parameters From: id>
<Inherit Parameters From: id, id, id>

<Inherit Parameters From: name>
<Inherit Parameters From: name, name, name>

- Used for: Weapon, Armor, Enemy Notetags
- This will inherit and extend the parameters from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Parameters>

- Used for: Weapon, Armor, Enemy Notetags
- This will inherit and extend the parameters from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Parameters>

- Used for: Weapon, Armor, Enemy Notetags
- This will inherit and extend the parameters from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Parameters>

- Used for: Weapon, Armor, Enemy Notetags
- This will inherit and extend the parameters from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Parameters>

- Used for: Weapon, Armor, Enemy Notetags
- This will inherit and extend the parameters from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Enemy Action Patterns-Related Notetags

DatabaseInherit Example.png

---

<Inherit Action Patterns From: id>
<Inherit Action Patterns From: id, id, id>

<Inherit Action Patterns From: name>
<Inherit Action Patterns From: name, name, name>

- Used for: Enemy Notetags
- This will inherit and extend the action patterns from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Action Patterns>

- Used for: Enemy Notetags
- This will inherit and extend the action patterns from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Action Patterns>

- Used for: Enemy Notetags
- This will inherit and extend the action patterns from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Action Patterns>

- Used for: Enemy Notetags
- This will inherit and extend the action patterns from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Action Patterns>

- Used for: Enemy Notetags
- This will inherit and extend the action patterns from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Trait Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Traits From: id>
<Inherit Traits From: id, id, id>

<Inherit Traits From: name>
<Inherit Traits From: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, and State Notetags
- This will inherit and extend the traits from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Traits>

- Used for: Actor, Class, Weapon, Armor, Enemy, and State Notetags
- This will inherit and extend the traits from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Traits>

- Used for: Actor, Class, Weapon, Armor, Enemy, and State Notetags
- This will inherit and extend the traits from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Traits>

- Used for: Actor, Class, Weapon, Armor, Enemy, and State Notetags
- This will inherit and extend the traits from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Traits>

- Used for: Actor, Class, Weapon, Armor, Enemy, and State Notetags
- This will inherit and extend the traits from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Effects Inheritance-Related Notetags

DatabaseInherit Example.png

---

<Inherit Effects From: id>
<Inherit Effects From: id, id, id>

<Inherit Effects From: name>
<Inherit Effects From: name, name, name>

- Used for: Skill and Item Notetags
- This will inherit and extend the effects from the parent object.
- Replace 'id' with the ID of the database object to inherit from.
- Replace 'name' with the name of the database object to inherit from.
- The database object must exist within the same database.
- You cannot inherit data from objects of a different database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit First Effects>

- Used for: Skill and Item Notetags
- This will inherit and extend the effects from the parent object.
- This will inherit from the first object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Last Effects>

- Used for: Skill and Item Notetags
- This will inherit and extend the effects from the parent object.
- This will inherit from last object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Previous Effects>

- Used for: Skill and Item Notetags
- This will inherit and extend the effects from the parent object.
- This will inherit from previous object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

<Inherit Next Effects>

- Used for: Skill and Item Notetags
- This will inherit and extend the effects from the parent object.
- This will inherit from next object of the same database.
- Insert multiple inheritance notetags to inherit from more than one parent
  object for this child object.

---

Elements and Status Menu Core VisuStella MZ

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.

Element-Related Notetags

Elements.png

The following are element-related notetags.

---

<Multi-Element: x>
<Multi-Element: x,x,x>

<Multi-Element: name>
<Multi-Element: name, name, name>

- Used for: Skill, Item Notetags
- Gives this action an additional element (alongside the Damage element)
  when calculating damage.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Multi-Element Rule: Maximum>
<Multi-Element Rule: Minimum>
<Multi-Element Rule: Multiply>
<Multi-Element Rule: Additive>
<Multi-Element Rule: Average>

- Used for: Skill, Item Notetags
- Changes the multi-element ruling for this action to either 'Maximum',
  'Minimum', 'Multiply', 'Additive', or 'Average'.
- If this notetag is not used, refer to the default ruling set by the
  Plugin Parameters.

---

<Force Action Element: Null>

<Force Action Element: x>
<Force Action Element: x,x,x>

<Force Action Element: name>
<Force Action Element: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces any actions performed by this unit to be the specific element(s).
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- If multiples of this notetag are found across various Database objects,
  priority will go in the order of states, actor, enemy, class, equips.

---

<Force Received Element id Rate: x%>
<Force Received Element id Rate: x.x>

<Force Received Element name Rate: x%>
<Force Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at x multiplier.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Received Element id Plus: +x%>
<Received Element id Plus: +x.x>

<Received Element name Plus: +x%>
<Received Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Received Element id Rate: x%>
<Received Element id Rate: x.x>

<Received Element name Rate: x%>
<Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Received Element id Flat: +x%>
<Received Element id Flat: +x.x>

<Received Element name Flat: +x%>
<Received Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Plus: +x%>
<Dealt Element id Plus: +x.x>

<Dealt Element name Plus: +x%>
<Dealt Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Rate: x%>
<Dealt Element id Rate: x.x>

<Dealt Element name Rate: x%>
<Dealt Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Dealt Element id Flat: +x%>
<Dealt Element id Flat: +x.x>

<Dealt Element name Flat: +x%>
<Dealt Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Element Absorb: x>
<Element Absorb: x,x,x>

<Element Absorb: name>
<Element Absorb: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to absorb damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to absorb more elements.
- Absorption is calculated after all other element rates have been made.

---

<Element Reflect: x>
<Element Reflect: x,x,x>

<Element Reflect: name>
<Element Reflect: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to reflect damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to reflect more elements.
- Reflection occurs before any damage is calculated and dealt.
- Elemental Reflection will take priority over Magic Reflection.

---

<Bypass Element Reflect>

- Used for: Skill, Item Notetags
- Makes this skill/item unable to be reflected by Element Reflect effect.

---

JavaScript Notetags: Element-Related

Elements.png

The following are notetags made for users with JavaScript knowledge to determine dynamic element-related effects.

---

<JS Force Received Element id Rate: code>
<JS Force Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at a code-determined rate.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Plus: code>
<JS Received Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Rate: code>
<JS Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Flat: code>
<JS Received Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Plus: code>
<JS Dealt Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Rate: code>
<JS Dealt Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Flat: code>
<JS Dealt Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

Trait Set Notetags

ElementStatusMenuCoreTraitSets.png

Trait Sets are used to apply various properties to actor and enemy units as a whole depending on what the trait set is. Use the following notetags to determine how to properly assign the desired Trait Set.

WARNING: Trait Sets only work if they are enabled in the Plugin Parameters: ElementStatusCore => General Trait Set Settings => Enable Trait Sets?

---

<Element: name>
<SubElement: name>
<Gender: name>
<Race: name>
<Nature: name>
<Alignment: name>
<Blessing: name>
<Curse: name>
<Zodiac: name>
<Variant: name>

- Used for: Actor, Enemy Notetags
- Determines the specific Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- If any of these notetags are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Examples:

<Element: Fire>
<SubElement: Thunder>
<Gender: Male>
<Nature: Jolly>
<Alignment: Chaotic Good>
<Zodiac: Aries>

---

<Trait Sets>
 Element:    name
 SubElement: name
 Gender:     name
 Race:       name
 Nature:     name
 Alignment:  name
 Blessing:   name
 Curse:      name
 Zodiac:     name
 Variant:    name
</Trait Sets>

- Used for: Actor, Enemy Notetags
- Determines the Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- You may remove the Trait Set types (ie. Blessing and Curse) that you don't
  want to assign anything to from the list.
- If any of these sets are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Example:

<Trait Sets>
 Element:    Fire
 SubElement: Thunder
 Gender:     Male
 Nature:     Jolly
 Alignment:  Chaotic Good
 Zodiac:     Aries
</Trait Sets>

---

<Random type>
 name: weight
 name: weight
 name: weight
</Random type>

- Used for: Actor, Enemy Notetags
- Assigns a random Trait Set for this Trait Set 'type'.
- Replace 'type' with 'Element', 'SubElement', 'Gender', 'Race', 'Nature',
  'Alignment', 'Blessing', 'Curse', 'Zodiac', or 'Variant' depending on
  which you're trying to randomize.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- This would bypass the innate settings determined in the Plugin Parameters.

Examples:

<Random Gender>
 Male: 75
 Female: 25
</Random Gender>

<Random Variant>
 Mighty: 10
 Major: 20
 Greater: 60
 Normal: 200
 Lesser: 10
 Minor
 Puny
</Random Variant>

---

<No Random Trait Sets>

- Used for: Actor, Enemy Notetags
- Prevents random Trait Sets from being assigned to this actor/enemy unit.

---

<Trait Set Name Format>
 text
</Trait Set Name Format>

- Used for: Enemy Notetags
- Enemy names can be affected by the Trait Sets they have. Replace 'text'
  with the format you wish to see them have.
- Insert [Name] into 'text' to determine where the enemy's name goes.
- Insert [Letter] into 'text' to determine where the enemy's letter goes.
- Insert [Element] into 'text' to determine where the format text goes.
- Insert [SubElement] into 'text' to determine where the format text goes.
- Insert [Gender] into 'text' to determine where the format text goes.
- Insert [Race] into 'text' to determine where the format text goes.
- Insert [Nature] into 'text' to determine where the format text goes.
- Insert [Alignment] into 'text' to determine where the format text goes.
- Insert [Blessing] into 'text' to determine where the format text goes.
- Insert [Curse] into 'text' to determine where the format text goes.
- Insert [Zodiac] into 'text' to determine where the format text goes.
- Insert [Variant] into 'text' to determine where the format text goes.

Example:

<Trait Set Name Format>
 [Alignment] [Nature] [Element] [Name][Gender] [Letter]
</Trait Set Name Format>

---

<traitname Battler Name: filename>

<traitname Battler Names>
 filename: weight
 filename: weight
 filename: weight
</traitname Battler Names>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'filename' with the battler graphic to associate with that
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
  Trait Set.

Examples:

<Male Battler Name: Spider1>
<Female Battler Name: Spider2>

<Male Battler Names>
 Rogue: 25
 Fighter: 10
 Warrior
</Male Battler Names>

---

ElementsStatusMenuCoreVariants.png

<traitname Battler Hue: x>

<traitname Battler Hues>
 x: weight
 x: weight
 x: weight
</traitname Battler Hues>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to use a different hue.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'x' with a number from 0 to 360 depicting the hue to become.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.

Examples:

<Male Battler Hue: 160>
<Female Battler Hue: 275>

<Female Battler Hues>
 275: 10
 325: 5
 345
</Female Battler Hues>

---

<Equip Trait Requirement: name>
<Equip Trait Requirement: name, name, name>

- Used for: Weapon, Armor Notetags
- Makes this piece of equipment equippable by only actors with those traits.
- If there are multiple traits required, all of them have to be met.
- If multiple trait types share the same trait name, the listed name will
  count for all of them.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Changing trait sets mid-game will remove unmatched traits.
- Usage Example: <Equip Trait Requirement: Female> makes the item only
  equippable by female actors as long as they are tagged as female.

---

Actor Biography Notetag

ElementStatusMenuCoreBios.png

The following notetag is used for the Status Menu if the updated Status Menu Layout option has been enabled from the Plugin Parameters.

---

<Biography>
 text
 text
 text
</Biography>

- Used for: Actor Notetags
- Determines the actor's biography shown in the Status Menu.
- Replace 'text' with the text intended.
- Text Codes are allowed.
- The biography can be changed mid-game through Plugin Commands.
- If this notetag isn't used, then the actor's profile message is displayed
  as the biography.

---

Encounter Effects VisuStella MZ

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.

---

Battle Advantage-Related Tags

EncounterEffects Preemptive.png

---

<Preemptive>

- Used for: Troop Name Tag
- Any troop with this tag in its name will have the battle start off with
  the preemptive advantage (in favor of the player party).

---

EncounterEffects Surprise.png

<Surprise>

- Used for: Troop Name Tag
- Any troop with this tag in its name will have the battle start off with
  the surprise advantage (in favor of the enemy party).

---

<No Advantage>

- Used for: Troop Name Tag
- Any troop with this tag in its name will have the battle start off with
  no advantage at all.

---

<Chance>

- Used for: Troop Name Tag
- Any troop with this tag in its name will have the battle start off with
  a chance for preemptive, surprise, or no advantages (calculated normally).

---

Event Encounter-Related Notetags

EncounterEffects EncounterLock.png

---

<Follower Trigger>

- Used for: Event Notetags and Event Page Comment Tags
- This event can trigger by touching a follower instead of only the player.

---

<Encounter Direction Lock>

- Used for: Event Notetags and Event Page Comment Tags
- Normally when an event triggers without Direction Fix, it will face the
  player character. This tag prevents the event from facing the player, but
  still allows the event to freely turn directions.
- This is best used in conjunction with the Conditional Branch scripts.

---

Alert-Related Notetags

EncounterEffects Chase.gif

---

<Alert>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- This will use the default settings unless changed by other tags.

---

EncounterEffects FoV.gif

<Alert Range: x>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Changes the event's alert detection range to 'x' tiles.
- Replace 'x' with a number value representing the number of tiles to use
  for its detection range.

---

<Alert Dash>
<Alert Walk>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- If alerted, the event will dash/walk instead of whatever is set as a
  default setting within the Plugin Parameters.

---

<Alert Time: x>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- This determines the amount of time in frames for the event to chase the
  player continuously while the player is outside of the detection range.
- Replace 'x' with a number value representing the number of frames for the
  event to keep chasing the player with.
- If the player steps back into the alert detection range, the timer will be
  reset.

---

<Alert FoV Angle: x>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the Field of View angle to 'x' for the event.
- Replace 'x' with a number value representing the degrees of for the field
  of view angle used by the event to detect players.
- The angle will always be centered to the event's line of sight.

---

<Alert Show FoV>
<Alert Hide FoV>

- Used for: Event Notetags and Event Page Comment Tags
- Shows/hides the field of view for the event.
- If an event's field of view is hidden, it can still chase players when
  entering the event's range.

---

EncounterEffects Chase.gif

<Alert Response: chase>
<Alert Response: rush>
<Alert Response: flee>
<Alert Response: random>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- This determines how an alerted event will react.
- Chase: Use path finding to find a route to the player
- Rush: Rush directly at the player
- Flee: Run away from the player
- Random: Move in random directions

---

<Response Balloon: name>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Determines the balloon displayed when initially alerted and responding.
- Replace 'name' with any of the following:
  - None
  - Exclamation
  - Question
  - Music Note
  - Heart
  - Angle
  - Sweat
  - Frustration
  - Silence
  - Light Bulb
  - Zzz
  - User-defined 1
  - User-defined 2
  - User-defined 3
  - User-defined 4
  - User-defined 5

---

<Alert React Delay: x>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- When initially alerted, there is a small window of waiting before starting
  the chase.
- Replace 'x' with a number representing the number of frames for the
  initial reaction delay.

---

<Alert Common Event: x>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Runs a Common Event when initially alerted.
- Replace 'x' with a number representing the ID of the Common Event to run.
- Use 0 to run no Common Events.

---

<Alert Sound Name: name>
<Alert Sound Volume: x>
<Alert Sound Pitch: y>
<Alert Sound Pan: z>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Play this sound effect when the event is initially alerted.
- Replace 'name' with the filename of the sound effect found in /audio/se/
  to play. Do NOT include the file extension.
- Replace 'x' with a number representing the volume of the sound effect.
- Replace 'y' with a number representing the pitch of the sound effect.
- Replace 'z' with a number representing the pan of the sound effect.

---

<Return Position>
<Stay Position>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Decide if the event will return back to its initial position after an
  alert chase is over.
- Or if it will stay where it currently is.

---

<Return Time: x>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- This is the amount of time spent (in frames) after an alert chase is over
  but returning back to the event's original position.
- Replace 'x' with a number representing the number of frames for the
  duration between idling and returning.

---

<Idle Balloon: name>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Determines the balloon displayed when beginning the idle phase after an
  alert chase is over but before returning back to the original position.
- Replace 'name' with any of the following:
  - None
  - Exclamation
  - Question
  - Music Note
  - Heart
  - Angle
  - Sweat
  - Frustration
  - Silence
  - Light Bulb
  - Zzz
  - User-defined 1
  - User-defined 2
  - User-defined 3
  - User-defined 4
  - User-defined 5

---

<Returning Balloon: name>

- Used for: Event Notetags and Event Page Comment Tags
- Enables alert detection towards the player on the event.
- Determines the balloon displayed when the event starts returning back to
  the event's original position.
- Replace 'name' with any of the following:
  - None
  - Exclamation
  - Question
  - Music Note
  - Heart
  - Angle
  - Sweat
  - Frustration
  - Silence
  - Light Bulb
  - Zzz
  - User-defined 1
  - User-defined 2
  - User-defined 3
  - User-defined 4
  - User-defined 5

---

Alert Vision Blocking-Related Notetags

---

<Block Vision Tag: x>
<Block Vision Tags: x, x, x>

- Used for: Tileset and Map Notetags
- When using a specific tileset or on a specific map, tiles marked with the
  terrain tag 'x' will obscure the line of sight from the event to the
  player character.
- Replace 'x' with a number value representing the terrain tag used.
- This does NOT change the Field of View Alert Detection Range graphic.

---

<Block Vision Region: x>
<Block Vision Regions: x, x, x>

- Used for: Tileset and Map Notetags
- When using a specific tileset or on a specific map, tiles marked with the
  region ID 'x' will obscure the line of sight from the event to the
  player character.
- Replace 'x' with a number value representing the region ID used.
- This does NOT change the Field of View Alert Detection Range graphic.

---

Enhanced TP System VisuStella MZ

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.

---

General TP Mode Notetags

EnhancedTP Preview2.png

These are TP Mode-related notatags that affect both actors and enemies.

---

<TP Mode: name>

- Used for: Actor Enemy, State Notetags
- Sets the starting TP Mode for this actor/enemy to be 'name'.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

<Starting TP Modes>
 name
 name
 name
 name
</Starting TP Modes>

- Used for: Actor Notetags
- Adds TP Modes to the actor's available list of TP Modes from the start.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Change Target TP Mode: name>

<Change User TP Mode: name>

- Used for: Skill, Item Notetags
- Changes the target/user's TP Mode to the target TP Mode upon using this
  item/skill.
- For <Change Target TP Mode: name>, the action must successfully hit the
  target in order for the TP Mode to change.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

Actor-Only TP Mode Notetags

EnhancedTP Preview2.png

These are TP Mode-related notetags that only affect actors.

---

<Learn TP Mode: name>

- Used for: Skill Notetags
- Causes the target selected actor to learn the specific TP Mode when the
  skill is learned.
- Insert multiple copies of this notetag to have the skill learn more
  TP Modes for the target actor.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Keep in mind that learning the skill is required for the TP Mode to be
  learned. Adding the skill through a trait will not teach the TP Mode.

---

<Learn TP Modes>
 name
 name
 name
</Learn TP Modes>

- Used for: Skill Notetags
- Causes the target selected actor to learn the specific TP Mode when the
  skill is learned.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Unlock TP Mode: name>

- Used for: Skill, Item Notetags
- Causes the target selected actor to unlock the specific TP Mode.
- Insert multiple copies of this notetag to have the item/skill unlock more
  TP Modes for the target actor.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

<Unlock TP Modes>
 name
 name
 name
</Unlock TP Modes>

- Used for: Skill, Item Notetags
- Causes the target selected actor to unlock the specific TP Mode.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Force TP Mode: name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the affected battler to use the specific named TP Mode in battle.
- Priority is given based the ordering of trait objects if multiple forced
  TP Mode effects are present.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

Enemy Levels VisuStella MZ

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.

---

Setup Enemy Level Notetags

Enemy Levels.png

These are the notetags that determine an enemy's level upon creation.

---

<Show Level>
<Hide Level>

- Used for: Enemy Notetags
- Lets you show or hide an enemy's level from their name.
- This will override the Plugin Parameters => General => Show Enemy Level?
  setting.

---

<Level: x>

- Used for: Enemy Notetags
- Sets the enemy's level to a static level of 'x' whenever it's created.
- Replace 'x' with a numeric value representing its level.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level: x to y>

- Used for: Enemy Notetags
- Sets the enemy's level to a level between 'x' and 'y'  whenever the enemy
  is created.
- Replace 'x' and 'y' with a numeric values representing its level range.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level Variable: x>

- Used for: Enemy Notetags
- Sets the enemy's level to a level represented by the value used inside
  Game Variable x.
- Replace 'x' with the ID of the Game Variable to reference its value.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level: Highest Actor Level>
<Level: Highest Party Level>

<Level: Average Actor Level>
<Level: Average Party Level>

<Level: Lowest Actor Level>
<Level: Lowest Party Level>

- Used for: Enemy Notetags
- Sets the base level of this enemy equal to either (respectively:
  - The highest level of any actor in the player's party.
  - The highest level of any actor in the battling party.
  - The average level of any actor in the player's party.
  - The average level of any actor in the battling party.
  - The lowest level of any actor in the player's party.
  - The lowest level of any actor in the battling party.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level Bonus: +x>
<Level Bonus: -x>

- Used for: Enemy
- This will add/subtrack the base level decided using the above notetags
  with a specific value.
- Replace 'x' with a numeric value on how much to adjust the base level by.

---

<Level Variance: x>

- Used for: Enemy Notetags
- This can allow the level range for the enemy to be anywhere from 'x' less
  than the base to 'x' more than the base.
- Replace 'x' with a numeric value indicating how much level variance there
  is from the base level.

---

<Positive Level Variance: x>
<Negative Level Variance: x>

- Used for: Enemy Notetags
- This specifies the positive and negative level variances applied to the
  base level, specifying a change anywhere between the negative and positive
  modifiers to the base level.
- Replace 'x' with a numeric value indicating how much level variance there
  is from the base level (negatively or positively).

---

<Minimum Level: x>
<Maximum Level: x>

- Used for: Enemy Notetags
- These notetags determine the absolute lowest and absolute highest level
  the enemy can be after all other modifiers.
- Even if the bonus, variance, and manual level changes are applied, the
  enemy's level cannot be less than the minimum or larger than the maximum.
- Replace 'x' with numeric values representing the limits of the enemy's
  level ranges.

---

JavaScript Notetags: Setup Enemy Level

Enemy Levels.png

The following are notetags made for users with JavaScript knowledge to determine dynamic enemy level setup notetags.

---

<JS Level: code>

- Used for: Enemy Notetags
- Sets the enemy's level to a static level determined by code whenever
  it's created.
- Replace 'code' with JavaScript code to determine the enemy's base level.

---

<JS Level Bonus: code>

- Used for: Enemy Notetags
- This will add/subtrack the base level decided using the above notetags
  by a value determined by JavaScript code.
- Replace 'code' with JavaScript code to determine the level bonus.

---

<JS Level Variance: code>

- Used for: Enemy Notetags
- This can allow the level range for the enemy determined by JavaScript code
  as variance.
- Replace 'code' with JavaScript code to determine the level variance.

---

<JS Positive Level Variance: code>
<JS Negative Level Variance: code>

- Used for: Enemy Notetags
- This specifies the positive and negative level variances applied to the
  base level, specifying a change anywhere between the negative and positive
  modifiers to the base level.
- Replace 'code' with JavaScript code to determine the level variance.

---

Enemy Appearance-Related Notetags

Enemy Levels.png

These notetags allow you to adjust how enemies look based on their level. These settings will always start with level 1 being the default appearance while changing appearances once they reach a specific level.

---

<Level x Image: filename>

- Used for: Enemy Notetags
- Once the enemy reaches level 'x' and above, its image will change to
  whatever 'filename' is used until it reaches the next appearance setting.
- Replace 'x' with a number representing the level required to reach.
- Replace 'filename' with the filename of the enemy in the img/enemies/
  and/or img/sv_enemies folder.
- Insert multiples of these notetags to give them different image settings
  throughout various levels.
- If multiple notetags are used, the settings will be arranged from lowest
  to highest, giving priority to the highest met level.

---

<Level Images>
 x: filename
 x: filename
 x: filename
</Level Images>

- Used for: Enemy Notetags
- Once the enemy reaches level 'x' and above, its image will change to
  whatever 'filename' is used until it reaches the next appearance setting.
- Replace 'x' with a number representing the level required to reach.
- Replace 'filename' with the filename of the enemy in the img/enemies/
  and/or img/sv_enemies folder.
- Insert multiple lines of the 'x: filename' portion of the notetag to
  designate multiple settings.
- If multiple settings are used, the settings will be arranged from lowest
  to highest, giving priority to the highest met level.

---

Map Notetags that Determine Enemy Levels

EnemyLevels MapNotetag.png

The following are notetags that are placed inside of a map's notebox to determine the levels of enemies fought on that map. These notetags cannot bypass the <Level: x> notetags but will take priority over the default Plugin Parameter settings.

---

<Enemy Level: x>

- Used for: Map Notetags
- Sets the levels of the map's enemies to a static level of 'x' whenever
  they're created.
- Replace 'x' with a numeric value representing its level.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Enemy Level: x to y>

- Used for: Map Notetags
- Sets the map's enemy levels to a level between 'x' and 'y'  whenever they
  are created.
- Replace 'x' and 'y' with a numeric values representing its level range.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Enemy Level: Highest Actor Level>
<Enemy Level: Highest Party Level>

<Enemy Level: Average Actor Level>
<Enemy Level: Average Party Level>

<Enemy Level: Lowest Actor Level>
<Enemy Level: Lowest Party Level>

- Used for: Map Notetags
- Sets the base level of this map's levels equal to either (respectively:
  - The highest level of any actor in the player's party.
  - The highest level of any actor in the battling party.
  - The average level of any actor in the player's party.
  - The average level of any actor in the battling party.
  - The lowest level of any actor in the player's party.
  - The lowest level of any actor in the battling party.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

JavaScript Notetags: Map Notetags that Determine Enemy Levels

The following are notetags made for users with JavaScript knowledge to make map-related notetags that determine enemy levels. These notetags cannot bypass the <Level: x> notetags but will take priority over the default Plugin Parameter settings.

---

<JS Enemy Level: code>

- Used for: Map Notetags
- Sets the levels of the map enemies to a static level determined by code
  whenever it's created.
- Replace 'code' with JavaScript code to determine the enemy's base level.

---

Enemy Level Parameter Notetags

EnemyLevel StatView.png

The growth rate and flat growth amounts can be determined by default in Plugin Parameters => Parameters Growth. However, if you wish for enemies to have special or unique growth, use the following notetags.

---

<Growth Rate Per Level>
 MaxHP: +x.x
 MaxMP: +x.x
 ATK: +x.x
 DEF: +x.x
 MAT: +x.x
 MDF: +x.x
 AGI: +x.x
 LUK: +x.x
 EXP: +x.x
 Gold: +x.x
 Drop: +x.x
</Growth Rate Per Level>

- Used for: Enemy Notetags
- Changes the rate of growth per level for the enemy.
- Replace 'x.x' with a positive or negative value on how much to raise the
  parameter by for each level relative to the base value.

---

<Growth Flat Per Level>
 MaxHP: +x.x
 MaxMP: +x.x
 ATK: +x.x
 DEF: +x.x
 MAT: +x.x
 MDF: +x.x
 AGI: +x.x
 LUK: +x.x
 EXP: +x.x
 Gold: +x.x
 Drop: +x.x
</Growth Flat Per Level>

- Used for: Enemy Notetags
- Changes the flat growth value per level for the enemy.
- Replace 'x.x' with a positive or negative value on how much to raise the
  parameter by for each level as a flat value.

---

<Static Level Parameters>

- Used for: Enemy Notetags
- Insert this notetag if you do not wish for the growth modifiers to affect
  the enemy and just use the database's parameters as its current parameters
  no matter the level.

---

Enemy Level Skill Requirement Notetags

---

<Enemy Skill id Require Level: x>
<Enemy Skill name Require Level: x>

- Used for: Enemy Notetags
- To make actions for enemies require specific levels, use the above notetag
  to define what level the enemy can use the identified skill at.
- Replace 'id' with the ID of the skill to assign a level to.
- Replace 'name' with the name of the skill to assign a level to.
- Insert multiples of this notetag to assign levels to multiple skills.

---

Enemy Level Change Notetags

These notetags affect mid-battle level changing effects for enemies.

---

<Change Enemy Level: +x>
<Change Enemy Level: -x>

- Used for: Skill, Item Notetags
- Changes the enemy's level by 'x' positively or negatively mid-battle.
- This will also alter the enemy's parameters.
- Replace 'x' with the amount to raise/drop the level by.

---

<Reset Enemy Level>

- Used for: Skill, Item Notetags
- Resets any level changes made to the enemy from the start of battle.

---

<Resist Level Change>

- Used for: Enemy, State Notetags
- Makes the affected enemy resist level changes.

---

JavaScript Notetags: Enemy Level Change

The following are notetags made for users with JavaScript knowledge to affect mid-battle level changing effects for enemies.

---

<JS Change Enemy Level: code>

- Used for: Skill, Item Notetags
- Changes the enemy's level by a value determined by JavaScript code either
  positively or negatively mid-battle.
- This will also alter the enemy's parameters.
- Replace 'code' with JavaScript code to determine the amount to change the
  enemy's level by.

---

Equipment Set Bonuses VisuStella MZ

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.

---

Equipment Set Declaration-Related Notetags

EquipSetBonuses Preview1.png

---

<Equip Set: name>

- Used for: Weapon, Armor Notetags
- This assigns this item to an equipment set.
- Replace 'name' with the set name you're going to associate this equip
  with. Names must equal the Equipment Set names declared in the Plugin
  Parameters or else they will not have any effect.
- If you want to make a piece of equipment be a part of two different
  equipment sets, use multiple copies of this notetag.

---

Equipment Set Graphics-Related Notetags

EquipSetBonuses Preview2.png

---

<name Set, x Pieces Face: filename, index>
<name Set, x+ Pieces Face: filename, index>
<name Set, x to y Pieces Face: filename, index>

- Used for: Actor Notetags
- Gives this actor an Equipment Set face graphic.
- Replace 'name' with the Equipment Set name to apply to. Use the set names
  that are declared in the Plugin Parameters or there will be no effect.
- Replace 'x' with the exact number of pieces to apply this graphic to.
  This does NOT apply to larger number numbers, only exactly that amount.
- The 'x+' variant will apply the graphic from 'x' to higher numbers.
- The 'x to y' variant will apply the graphic for a range of pieces to be
  equipped in order to apply the graphic.
- Replace 'filename' with the filename of the graphic found inside the
  img/faces/ folder. Do not include the file extension.
- Replace 'index' with the index of the graphic. Index values start at 0.
-

---

<name Set, x Pieces Character: filename, index>
<name Set, x+ Pieces Character: filename, index>
<name Set, x to y Pieces Character: filename, index>

- Used for: Actor Notetags
- Gives this actor an Equipment Set face graphic.
- Replace 'name' with the Equipment Set name to apply to. Use the set names
  that are declared in the Plugin Parameters or there will be no effect.
- Replace 'x' with the exact number of pieces to apply this graphic to.
  This does NOT apply to larger number numbers, only exactly that amount.
- The 'x+' variant will apply the graphic from 'x' to higher numbers.
- The 'x to y' variant will apply the graphic for a range of pieces to be
  equipped in order to apply the graphic.
- Replace 'filename' with the filename of the graphic found inside the
  img/characters/ folder. Do not include the file extension.
- Replace 'index' with the index of the graphic. Index values start at 0.
-

---

<name Set, x Pieces Battler: filename>
<name Set, x+ Pieces Battler: filename>
<name Set, x to y Pieces Battler: filename>

- Used for: Actor Notetags
- Gives this actor an Equipment Set face graphic.
- Replace 'name' with the Equipment Set name to apply to. Use the set names
  that are declared in the Plugin Parameters or there will be no effect.
- Replace 'x' with the exact number of pieces to apply this graphic to.
  This does NOT apply to larger number numbers, only exactly that amount.
- The 'x+' variant will apply the graphic from 'x' to higher numbers.
- The 'x to y' variant will apply the graphic for a range of pieces to be
  equipped in order to apply the graphic.
- Replace 'filename' with the filename of the graphic found inside the
  img/sv_actors/ folder. Do not include the file extension.
-

---

<name Set, x Pieces Menu Portrait: filename>
<name Set, x+ Pieces Menu Portrait: filename>
<name Set, x to y Pieces Menu Portrait: filename>

- Used for: Actor Notetags
- Requires VisuMZ_1_MainMenuCore!
- Gives this actor an Equipment Set face graphic.
- Replace 'name' with the Equipment Set name to apply to. Use the set names
  that are declared in the Plugin Parameters or there will be no effect.
- Replace 'x' with the exact number of pieces to apply this graphic to.
  This does NOT apply to larger number numbers, only exactly that amount.
- The 'x+' variant will apply the graphic from 'x' to higher numbers.
- The 'x to y' variant will apply the graphic for a range of pieces to be
  equipped in order to apply the graphic.
- Replace 'filename' with the filename of the graphic found inside the
  img/pictures/ folder. Do not include the file extension.
-

---

<name Set, x Pieces Battle Portrait: filename>
<name Set, x+ Pieces Battle Portrait: filename>
<name Set, x to y Pieces Battle Portrait: filename>

- Used for: Actor Notetags
- Requires VisuMZ_1_BattleCore!
- Gives this actor an Equipment Set face graphic.
- Replace 'name' with the Equipment Set name to apply to. Use the set names
  that are declared in the Plugin Parameters or there will be no effect.
- Replace 'x' with the exact number of pieces to apply this graphic to.
  This does NOT apply to larger number numbers, only exactly that amount.
- The 'x+' variant will apply the graphic from 'x' to higher numbers.
- The 'x to y' variant will apply the graphic for a range of pieces to be
  equipped in order to apply the graphic.
- Replace 'filename' with the filename of the graphic found inside the
  img/pictures/ folder. Do not include the file extension.
-

---

Events and Movement Core VisuStella MZ

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.

Some of these are comment tags. Comment tags are used for events to mark and affect individual event pages rather than the whole event.

Map Notetags

The following notetags are used for maps only. While some of these options are also available in the Plugin Parameters, some of these notetags extend usage to specific maps marked by these notetags as well.

---

EventsMoveCoreVS8.gif

<Diagonal Movement: On>
<Diagonal Movement: Off>

- Used for: Map Notetags
- Turns on/off diagonal movement for those maps.
- If notetag isn't present, use Plugin Parameter setting.

---

EventMoveCoreRegions.png

<type Allow Region: x>
<type Allow Region: x, x, x>

<type Forbid Region: x>
<type Forbid Region: x, x, x>

<type Dock Region: x>
<type Dock Region: x, x, x>

- Used for: Map Notetags
- Replace 'type' with 'All', 'Walk', 'Player', 'Event', 'Vehicle', 'Boat',
  'Ship', or 'Airship'.
- 'Allow' notetag variants allow that type to pass through them no matter
  what other passability settings are in place.
- 'Forbid' notetag variants forbid that type from passing through at all.
- 'Dock' notetag variants allow vehicles to dock there. Boats and ships must
  face the region direction while airships must land directly on top.

---

<Save Event Locations>

- Used for: Maps Notetags
- Saves the locations of all events on the map so that when you return to
  that map at a later point, the events will be in the position they were
  last in.

---

Page Comment Tags

The following comment tags are to be put inside of the pages of events, troops, and common events for them to work!

---

<Page Conditions>
  conditions
  conditions
  conditions
</Page Conditions>

- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags
- This allows you to create custom page conditions that utilize the
  Conditional Branch event command to see if the additional page conditions
  are met.

---

<Conditions Met>
- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags
- If used between the <Page Conditions> and </Page Conditions> comment tag,
  upon reaching this part of event command list, the custom page conditions
  will be considered met.

---

EventsMoveCoreCustomPageCondition.png

Example:

◆Comment:<Page Conditions>
◆If:Reid has equipped Potion Sword
  ◆Comment:If Reid has equipped the Potion Sword
:       :<Condition Met>
  ◆
:End
◆Comment:</Page Conditions>

If Reid has the "Potion Sword" weapon equipped, then the additional custom
page conditions are met and the event page will be present/active.

If this is a troop condition, the troop page event will activate.

If this is a common event, there will be a parallel common event active.

---

Event and Event Page Notetags

The following notetags have comment tag variants (with a few exceptions). If a notetag is used for an event, it will affect the event constantly. If a comment tag is used, it will only affect the page the comment tag is on and only that page.

---

EventsMoveCoreActivationRegion.png

<Activation Region: x>
<Activation Regions: x,x,x>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be remotely activated as long as the player is
  standing within a tile marked by a designated region.
- Replace 'x' with the regions you wish to remotely activate this event in.
  - Action Button: Player must press OK while being in the region.
  - Player/Event Touch: Player must step onto the region.
  - Autorun/Parallel: Player be in the region.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- NOTE: This cannot be used with any other activation tags.

---

EventsMoveCoreActivationAreas.png

<Activation Square: x>
<Activation Radius: x>
<Activation Row: x>
<Activation Column: x>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be remotely activated as long as the player is
  within range of its activation type.
- Replace 'x' with a number stating the range in tiles.
  - Square: A square-shaped range with the event at the center.
  - Radius: A diamond-shaped range with the event at the center.
  - Row: Spans horizontally across the map. 'x' expands up and down.
  - Column: Spans vertically across the map. 'x' expands left and right.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- NOTE: This cannot be used with any other activation tags.

---

<Always Update Movement>

- Used for: Event Notetags and Event Page Comment Tags
- Events normally have to be within screen range for them to update their
  self movement. If this tag is present, the event is always updating.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreClickTrigger.gif

<Click Trigger>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to activate upon being clicked on with the mouse.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Copy Event: Map x, Event y>
<Copy Event: x, y>

<Copy Event: template>

- Used for: Event Notetags ONLY
- Makes this event copy all of the event settings from a different event
  that can be found on a different map (as long as that map is registered
  inside of Plugin Parameters => Event Template Settings => Preloaded Maps).
- Replace 'x' with a number representing the copied event's Map ID.
- Replace 'y' with a number representing the copied event's Event ID.
- For the 'template' variant, replace 'template' with the name of the
  template made in Plugin Parameters => Event Template Settings =>
  Event Template List.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreHitbox fixed.png

<Hitbox Left: x>
<Hitbox Right: x>
<Hitbox Up: x>
<Hitbox Down: x>

- Used for: Event Notetags and Event Page Comment Tags
- Replace 'x' with a number to extend the hitbox of the event by that many
  tiles towards the listed direction.
- Use multiples of this notetag to extend them to different directions.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreIcon.png

<Icon: x>

- Used for: Event Notetags and Event Page Comment Tags
- Replace 'x' with the Icon ID you wish to put above this event.
- This will not override any Icons designated to the ID through a
  Plugin Command.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Icon Buffer X: +x>
<Icon Buffer X: -x>

<Icon Buffer Y: +x>
<Icon Buffer Y: -x>

<Icon Buffer: +x, +y>
<Icon Buffer: -x, -y>

- Used for: Event Notetags and Event Page Comment Tags
- Allows you to adjust the positions of the icon on the envent by buffers.
- Replace 'x' and 'y' with the values to adjust the position buffers by.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Icon Blend Mode: Normal>
<Icon Blend Mode: Additive>
<Icon Blend Mode: Multiply>
<Icon Blend Mode: Screen>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the blend mode for the icon on the event.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreLabel.png

<Label: text>

- Used for: Event Notetags and Event Page Comment Tags
- Puts a label over the event's head displaying 'text'.
- Text codes can be used.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label>
text
text
</Label>

- Used for: Event Notetags and Event Page Comment Tags
- Puts a label over the event's head displaying 'text'.
- This can display multiple lines.
- Text codes can be used.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label Range: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets a range requirement for the player to be in order for the event's
  label to appear.
- Replace 'x' with a number value depicting the range in tiles.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label Offset X: +x>
<Label Offset X: -x>

<Label Offset Y: +x>
<Label Offset Y: -x>

<Label Offset: +x, +y>
<Label Offset: -x, -y>

- Used for: Event Notetags and Event Page Comment Tags
- Allows you to adjust the positions of the label on the envent by offsets.
- Replace 'x' and 'y' with the values to adjust the position offsets by.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreMoveOnlyRegion.gif

<Move Only Region: x>
<Move Only Regions: x,x,x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the move range of this event to only the region(s) marked by the
  notetag(s) or comment tag(s).
- This will bypass terrain passability.
- This will not bypass event collision.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreMoveSynch.gif

<Move Synch Target: Player>

<Move Synch Target: Event x>

- Used for: Event Notetags and Event Page Comment Tags
- Synchronizes the movement of this event with a target (either the player
  or another event). This event will only move whenever the synchronized
  target moves.
- For 'Event x' variant, replace 'x' with the ID of the event to synch to.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Move Synch Type: Random>
<Move Synch Type: Approach>
<Move Synch Type: Away>
<Move Synch Type: Custom>

<Move Synch Type: Mimic>
<Move Synch Type: Reverse Mimic>

<Move Synch Type: Mirror Horizontal>
<Move Synch Type: Mirror Vertical>

- Used for: Event Notetags and Event Page Comment Tags
- Choose the type of movement the event will have if it is synchronized to
  a target.
  - Random: Move to a random position.
  - Approach: Approaches target.
  - Away: Flees from target.
  - Custom: Follows a custom move route.
  - Mimic: Imitates the target's movement style.
  - Reverse Mimic: Does the opposite of the target's movement.
  - Mirror Horizontal: Moves as if a mirror is placed horizontally.
  - Mirror Vertical: Moves as if a mirror is placed vertically.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Move Synch Delay: x>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is present, the event will wait a bit after each move before
  moving again.
- Replace 'x' with the number of movement instances in between.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMovementCore Update25 WeightedRandom.png

<Random Move Weight: x>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is used on an event with random-type autonomous movement, then
  the event will stick closer to their home location (where they are located
  upon spawning on the map). How close they stick to their home location
  will depend on the weighted 'x' value.
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the
  event more freedom when moving randomly while numbers closer to 1 cause
  the event to stick closer to their home position.

---

<True Random Move>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is used on an event with random-type autonomous movement, then
  that event will ignore the effects of weighted randomized movement.

---

<Save Event Location>

- Used for: Event Notetags ONLY
- Saves the locations of the event on the map so that when you return to
  that map at a later point, the event will be in the position it was
  last in.

---

EventsMoveCoreShadow.png

<Hide Shadow>
- Used for: Event Notetags and Event Page Comment Tags
- Hides the shadow for the event.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Shadow Filename: filename>

- Used for: Event Notetags and Event Page Comment Tags
- Replaces the shadow graphic used with 'filename' found in the
  img/system/ project folder.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Sprite Offset X: +x>
<Sprite Offset X: -x>

<Sprite Offset Y: +x>
<Sprite Offset Y: -x>

<Sprite Offset: +x, +y>
<Sprite Offset: -x, -y>

- Used for: Event Notetags and Event Page Comment Tags
- Changes how much the event's sprite is visibly offset by.
- Replace 'x' and 'y' with numbers indicating the offset in pixels.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Step Pattern: Left to Right>
<Step Pattern: Right to Left>

<Step Pattern: Spin Clockwise>
<Step Pattern: Spin CW>

<Step Pattern: Spin CounterClockwise>
<Step Pattern: Spin CCW>
<Step Pattern: Spin AntiClockwise>
<Step Pattern: Spin ACW>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the way the event animates if a tag is present.
  - Left to Right: Makes the event sprite's step behavior go from frame 0 to
    1 to 2, then back to 0 instead of looping backward.
  - Right to Left: Makes the event sprite's step behavior go from frame 2 to
    1 to 0, then back to 2 instead of looping forward.
  - Spin Clockwise: Makes the event sprite's step behavior spin CW.
  - Spin CounterClockwise: Makes the event sprite's step behavior spin CCW.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Extra Enemy Drops VisuStella MZ

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.

General Drop-Related Notetags

The following notetags are related to giving enemies additional drops with more control over probability rates.

---

<Item Drop id: x%>
<Item Drop id To id: x%>
<Item Drop name: x%>

<Weapon Drop id: x%>
<Weapon Drop id To id: x%>
<Weapon Drop name: x%>

<Armor Drop id: x%>
<Armor Drop id To id: x%>
<Armor Drop name: x%>

- Used for: Enemy Notetags
- Gives the enemy 'x' percent chance to drop the designated item, weapon,
  or armor.
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.
- Insert multiple copies of these notetags if you wish to include more drops
  for the enemies.

Examples:

<Item Drop 5: 20%>
<Item Drop 5 To 10: 20%>
<Item Drop Potion: 30%>

<Weapon Drop 27: 45%>
<Weapon Drop 27 To 37: 45%>
<Weapon Drop Blade of Reckoning: 55%>

<Armor Drop 19: 72%>
<Armor Drop 19 To 23: 72%>
<Armor Drop Flame Shield: 90%>

---

<Drops>
 Item id: x%
 Item id To id: x%
 Item name: x%
 Weapon id: x%
 Weapon id To id: x%
 Weapon name: x%
 Armor id: x%
 Armor id To id: x%
 Armor name: x%
</Drops>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Creates a batch list of item, weapon, armor drops.
- This isn't any different than creating individual copies of the above
  notetags as far as results go, but some may prefer this approach to make
  the drop table look "cleaner".
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.

Example:

<Drops>
 Item 5: 20%
 Item Potion: 30%
 Weapon 27: 45%
 Weapon Blade of Reckoning: 55%
 Armor 72: 72%
 Armor Flame Shield: 90%
</Drops>

---

Conditional Drop-Related Notetags

Conditional drops are drops that only appear once specific conditions have been met. For each condition met, their chances of dropping can be raised higher or lower.

---

<Conditional Item id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id Drop>

<Conditional Item id To id Drops>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id To id Drops>

<Conditional Item name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item name Drop>

<Conditional Weapon id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id Drop>

<Conditional Weapon id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id To id Drop>

<Conditional Weapon name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon name Drop>

<Conditional Armor id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id Drop>

<Conditional Armor id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id To id Drop>

<Conditional Armor name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor name Drop>

- Used for: Enemy Notetags
- Create conditional item, weapon, and/or armor drops for this enemy.
- Insert multiples of these notetags if you want more than one conditional
  drop for this enemy.
- Use the associated item, weapon, or armor type notetag for the type of
  conditional drop you want for the enemy.
- Replace 'id' with the ID number of the item, weapon, or armor to drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- Replace 'name' with the name of the item, weapon, or armor to drop.
- Replace 'condition' with any of the conditions listed in below section.
- Replace 'x' with the increase or decrease in percentage drop chance.

---

Condition List

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- 'Switch x' (replace 'x' with a number) for switch x's current state.
- 'TRUE', 'FALSE', 'ON', 'OFF' for the opposite x/y value.
- Using any of these boolean modifiers must be paired with '===' or '!=='

- 'Variable x' (replace 'x' with a number) for variable x's current value.
- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Item id Count' for the number of specific items the party owns.
  - Replace 'id' with the ID of the item.
- 'Item name Count' for the number of specific items the party owns.
  - Replace 'name' with the ID of the item.

- 'Weapon id Count' for the number of specific weapons the party owns.
  - Replace 'id' with the ID of the weapon.
- 'Weapon name Count' for the number of specific weapons the party owns.
  - Replace 'name' with the ID of the weapon.

- 'Armor id Count' for the number of specific armors the party owns.
  - Replace 'id' with the ID of the armor.
- 'Armor name Count' for the number of specific armors the party owns.
  - Replace 'name' with the ID of the armor.

- 'Alive Members' for the number of alive party members when drops are
  being determined.

- 'Battle Members' for the number of participating party members in battle.

- 'Battle Turns' for the number of turns passed in battle when drops are
  being determined.

- 'Dead Members' for the number of dead party members when drops are
  being determined.

- 'Death Turn' for the turn the enemy died. If an enemy was revived during
  battle, then take the most recent turn the enemy has died.

- 'Enemy Level' for the current level of the enemy if using the 'level'
  property for the Game_Enemy object.

- 'Party Gold' for the party's current gold value when drops are
  being determined.

- 'Party Members' for the number of total party members in battle.

- 'Times type id Struck' for the number of times the enemy was struck
  with 'type' 'id' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'id' with the type's ID.

- 'Times type name Struck' for the number of times the enemy was struck
  with 'type' 'name' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'name' with the type's name in the database.

---

Always

- This condition is always met. Use this to set a base drop chance.

---

Random x%

- Offers a random 'x' chance to increase/decrease drop chance.

---

Last Strike type id
Last Strike type name

- Checks the condition to see if the last struck action against the enemy
  was done by a specific action.
- Replace 'type' with 'Element' for the last struck element.
- Replace 'type' with 'Item' for the last struck item if it was an item.
  This will override the 'Skill' and 'SType' types.
- Replace 'type' with 'Skill' for the last struck skill if it was a skill.
  This will override the 'Item' type.
- Replace 'type' with 'SType' for the last struck skill type if it was
  a skill. This will override the 'Item' type.
- Replace 'type' with 'State' for the last struck state.

---

Examples:

The following are some examples on how these conditional drops are used:

---

<Conditional Item Potion Drop>
 Always: +20%
 Death Turn <= 3: +50%
</Conditional Item Potion Drop>

- Conditional drop is the Potion item.
- It has a base chance of 20%.
- If the enemy was defeated during or before turn 3, increase the drop
  chance by another 50%.

---

<Conditional Weapon Mithril Sword Drop>
 Always: +100%
 Times SType Magic Struck: -10%
 Times SType Spell Struck: -10%
</Conditional Weapon Mithril Sword Drop>

- Conditional drop is the Mithril Sword weapon.
- It starts off with a 100% chance of a drop.
- Each time the enemy is struck with 'Magic' or 'Spell' type attacks,
  the drop chance decreases by 10%.

---

<Conditional Armor Elemental Cloak Drop>
 Times Element Fire Struck: +10%
 Times Element Ice Struck: +10%
 Times Element Thunder Struck: +10%
 Times Element Physical Struck: -20%
 Times Skill Element Force Struck: +50%
</Conditional Armor Elemental Cloak Drop>

- Conditional drop is the Elemental Cloak armor.
- Each time the enemy is struck by 'Fire', 'Ice', or 'Thunder' damage,
  increase the drop chance by 10%.
- Each time the enemy is struck by 'Physical' damage, decrease the drop
  chance by 10%.
- Each time the enemy is struck by the specific skill 'Element Force',
  increase the drop chance by +50%.

---

JavaScript Notetags: Drops

The following are notetags made for users with JavaScript knowledge to give more control over conditional enemy drop manipulation.

---

<JS Drops>
 code
 code
 drops.push($dataItems[1]);
 drops.push($dataWeapons[2]);
 drops.push($dataArmors[3]);
</JS Drops>

- Used for: Enemy Notetags
- Replace 'code' with JavaScript code to make conditional checks in order
  to determine which items, weapons, and/or armors would be added to the
  drop pool.
- The 'drops' variable is an array which contains all of the currently
  existing drops from the enemy this notetag is on. It will be returned as
  an array upon running the notetag's JavaScript code.
- Add to or remove from the 'drops' variable to change up its contents.

---

Visual Drop-Related Notetags

ExtraEnemyDrops VisualDrops.gif

For those who want to customize how some items, weapons, or armors appear as visual drops, use the following notetags.

---

<Visual Drop Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Forces the drop item, weapon, or armor to appear as a different icon.
- Replace 'x' with the ID of the icon you wish to show.

---

<Visual Drop Rarity: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the item, weapon, or armor drop to be a specific rarity.
- Replace 'x' with a rarity value between 0 and 10. The settings applied to
  the visual drop will be based on their Plugin Parameter settings.
- This is mutually exclusive from the <Visual Drop Tint Color: r, g, b, k>
  and <Visual Drop Tint Duration: x> notetags.

---

<Visual Drop Tint Color: r, g, b, k>

- Used for: Item, Weapon, Armor Notetags
- Sets the tint of visual drop item when it's visible on the battlefield.
- Replace 'r' with a red value between -255 and 255.
- Replace 'g' with a green value between -255 and 255.
- Replace 'b' with a blue value between -255 and 255.
- Replace 'k' with a gray value between 0 and 255.
- This does not work with the <Visual Drop Rarity: x> notetag.

---

<Visual Drop Tint Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the duration of the tint effect.
- Replace 'x' with the number of frames to tint the visual drop. The lower
  the number, the faster the tint pulses. The higher the number, the slower
  the tint pulses.

---

<Visual Drop Spawn SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop spawns on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Spawn SFX: Float1>

---

<Visual Drop Bounce Height: x%>

- Used for: Item, Weapon, Armor Notetags
- Alters how bouncy this visual drop is as it spawns on the battlefield.
- Replace 'x' with a percentage value on how much higher the visual drop
  should bounce than normal (whatever is set in the Plugin Parameters).

---

<Visual Drop Bounce SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop bounces on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Bounce SFX: Float1>

---

<Visual Drop Flag: Rainbow>
<Visual Drop Flag: Additive>
<Visual Drop Flag: Multiply>
<Visual Drop Flag: Screen>

- Used for: Item, Weapon, Armor Notetags
- Adds visual effects to visual drop when it's on the battlefield.
- The 'Rainbow' effect causes the icon's hue to constantly change.
- The 'Additive', 'Multiply', and 'Screen', effects are blend modes.

---

Fluctuating Shop Prices

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.

---

Price-Related Notetags

FlucShopPrices Params1.png

---

<Price Base Variable: x>
<Buy Base Variable: x>
<Sell Base Variable: x>

- Used for: Item, Weapon, Armor Notetags
- Determines the 'base' price for the affected item, weapon, or armor.
  - By default, the price formula goes (base + plus) * rate + flat
- With 'Price', the notetag will affect both 'Buy' and 'Sell' prices.
  - 'Buy' version of the notetag will only affect price when buying.
  - 'Sell' version of the notetag will only affect price when selling.
  - When selling, the base price is affected by the Sell Price Rate modifier
    if you decide to let it affect it. These settings can be altered in the
    Plugin Parameters.
- Replace 'x' with the ID of the game variable whose value determines the
  'base' price of this item, weapon, or armor.

---

<Price Plus Variable: x>
<Buy Plus Variable: x>
<Sell Plus Variable: x>

<Price Plus Variable: x, x, x>
<Buy Plus Variable: x, x, x>
<Sell Plus Variable: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- Determines the 'plus' price for the affected item, weapon, or armor.
  - By default, the price formula goes (base + plus) * rate + flat
- With 'Price', the notetag will affect both 'Buy' and 'Sell' prices.
  - 'Buy' version of the notetag will only affect price when buying.
  - 'Sell' version of the notetag will only affect price when selling.
  - When selling, the plus price is affected by the Sell Price Rate modifier
    if you decide to let it affect it. These settings can be altered in the
    Plugin Parameters.
- Replace 'x' with the ID of the game variable whose value determines the
  'plus' price of this item, weapon, or armor.
  - Insert multiple 'x' for more variables to contribute additively to the
    total 'plus' value amount when determining the price.
- By default, finalized prices will round up.

---

<Price Rate Variable: x>
<Buy Rate Variable: x>
<Sell Rate Variable: x>

<Price Plus Variable: x, x, x>
<Buy Plus Variable: x, x, x>
<Sell Plus Variable: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- Determines the 'rate' price for the affected item, weapon, or armor.
  - By default, the price formula goes (base + plus) * rate + flat
- With 'Price', the notetag will affect both 'Buy' and 'Sell' prices.
  - 'Buy' version of the notetag will only affect price when buying.
  - 'Sell' version of the notetag will only affect price when selling.
  - When selling, the rate price is normally NOT affected by the Sell Price
    Rate modifier unless you decide to let it affect it. These settings can
    be altered in the Plugin Parameters.
- Replace 'x' with the ID of the game variable whose value determines the
  'rate' price of this item, weapon, or armor.
  - Insert multiple 'x' for more variables to contribute multiplicatively to
    the total 'rate' value amount when determining the price.
- When the value of the marked variable is called upon, divide the value by
  100 in order to determine the rate.
  - This means that if this variable's value is 250, it will have a
    multiplier rate of 2.50 and not 250.0.
- By default, finalized prices will round up.

---

<Price Flat Variable: x>
<Buy Flat Variable: x>
<Sell Flat Variable: x>

<Price Flat Variable: x, x, x>
<Buy Flat Variable: x, x, x>
<Sell Flat Variable: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- Determines the 'flat' price for the affected item, weapon, or armor.
  - By default, the price formula goes (base + plus) * rate + flat
- With 'Price', the notetag will affect both 'Buy' and 'Sell' prices.
  - 'Buy' version of the notetag will only affect price when buying.
  - 'Sell' version of the notetag will only affect price when selling.
  - When selling, the flat price is affected by the Sell Price Rate modifier
    if you decide to let it affect it. These settings can be altered in the
    Plugin Parameters.
- Replace 'x' with the ID of the game variable whose value determines the
  'flat' price of this item, weapon, or armor.
  - Insert multiple 'x' for more variables to contribute additively to the
    total 'flat' value amount when determining the price.
- By default, finalized prices will round up.

---

Horror Effects VisuStella MZ

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

---

Battle Plugin Commands

HorrorEffects Battle.gif

---

Battle: Clear All Filters
- Clear all Horror Effects filters on the main battle screen.

---

Battle: Glitch Create
- Creates the glitch effect on the main battle screen.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Battle: Glitch Remove
- Removes the glitch effect on the main battle screen.

---

Battle: Noise Create
- Creates the noise effect on the main battle screen.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Battle: Noise Remove
- Removes the noise effect on the main battle screen.

---

Battle: TV Create
- Creates the TV effect on the main battle screen.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Battle: TV Remove
- Removes the TV effect on the main battle screen.

---

Map Plugin Commands

HorrorEffects MapScreen.gif

---

Map: Clear All Filters
- Clear all Horror Effects filters on the main map screen.

---

Map: Glitch Create
- Creates the glitch effect on the main map screen.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Map: Glitch Remove
- Removes the glitch effect on the main map screen.

---

Map: Noise Create
- Creates the noise effect on the main battle screen.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Map: Noise Remove
- Removes the noise effect on the main map screen.

---

Map: TV Create
- Creates the TV effect on the main map screen.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Map: TV Remove
- Removes the TV effect on the main map screen.

---

Event Plugin Commands

HorrorEffects MapChara.gif

---

Event: Clear All Filters
- Clear all Horror Effects filters on the target event(s).

  Event ID(s):
  - The ID of the event to clear horror effects from.
  - Use "0" for "this" event.

---

Event: Glitch Create
- Creates the glitch effect on the target event(s).

  Event ID(s):
  - The ID of the event to create the horror effects for.
  - Use "0" for "this" event.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Event: Glitch Remove
- Removes the glitch effect on the target event(s).

  Event ID(s):
  - The ID of the event to the horror effect from.
  - Use "0" for "this" event.

---

Event: Noise Create
- Creates the noise effect on the target event(s).

  Event ID(s):
  - The ID of the event to create the horror effects for.
  - Use "0" for "this" event.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Event: Noise Remove
- Removes the noise effect on the target event(s).

  Event ID(s):
  - The ID of the event to the horror effect from.
  - Use "0" for "this" event.

---

Event: TV Create
- Creates the TV effect on the target event(s).

  Event ID(s):
  - The ID of the event to create the horror effects for.
  - Use "0" for "this" event.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Event: TV Remove
- Removes the TV effect on the target event(s).

  Event ID(s):
  - The ID of the event to the horror effect from.
  - Use "0" for "this" event.

---

Picture Plugin Commands

HorrorEffects Picture.gif

---

Picture: Clear All Filters
- Clear all Horror Effects filters on the target picture(s).

  Picture ID(s):
  - The ID of the picture to clear horror effects from.
  - The ID is a number from 1 to 100.

---

Picture: Glitch Create
- Creates the glitch effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to create the horror effects for.
  - The ID is a number from 1 to 100.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Picture: Glitch Remove
- Removes the glitch effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to the horror effect from.
  - The ID is a number from 1 to 100.

---

Picture: Noise Create
- Creates the noise effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to create the horror effects for.
  - The ID is a number from 1 to 100.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Picture: Noise Remove
- Removes the noise effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to the horror effect from.
  - The ID is a number from 1 to 100.

---

Picture: TV Create
- Creates the TV effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to create the horror effects for.
  - The ID is a number from 1 to 100.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Picture: TV Remove
- Removes the TV effect on the target picture(s).

  Picture ID(s):
  - The ID of the picture to the horror effect from.
  - The ID is a number from 1 to 100.

---

Actor Plugin Commands

HorrorEffects BattleParty.gif

HorrorEffects MapChara.gif

---

Actor: Clear All Filters
- Clear all Horror Effects filters on the target actor(s).

  Actor ID(s):
  - The ID of the actor to clear horror effects from.

---

Actor: Glitch Create
- Creates the glitch effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to create the horror effects for.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Actor: Glitch Remove
- Removes the glitch effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to the horror effect from.

---

Actor: Noise Create
- Creates the noise effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to create the horror effects for.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Actor: Noise Remove
- Removes the noise effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to the horror effect from.

---

Actor: TV Create
- Creates the TV effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to create the horror effects for.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Actor: TV Remove
- Removes the TV effect on the target actor(s).

  Actor ID(s):
  - The ID of the actor to the horror effect from.

---

Party Plugin Commands

HorrorEffects BattleParty.gif

HorrorEffects MapChara.gif

---

Party: Clear All Filters
- Clear all Horror Effects filters on the target party member(s).

  Party ID(s):
  - The index of the party member to clear horror effects from.
  - Index values start at 0.

---

Party: Glitch Create
- Creates the glitch effect on the target party member(s).

  Party ID(s):
  - The index of the party member to create the horror effects for.
  - Index values start at 0.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Party: Glitch Remove
- Removes the glitch effect on the target party member(s).

  Party ID(s):
  - The index of the party member to the horror effect from.
  - Index values start at 0.

---

Party: Noise Create
- Creates the noise effect on the target party member(s).

  Party ID(s):
  - The index of the party member to create the horror effects for.
  - Index values start at 0.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Party: Noise Remove
- Removes the noise effect on the target party member(s).

  Party ID(s):
  - The index of the party member to the horror effect from.
  - Index values start at 0.

---

Party: TV Create
- Creates the TV effect on the target party member(s).

  Party ID(s):
  - The index of the party member to create the horror effects for.
  - Index values start at 0.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Party: TV Remove
- Removes the TV effect on the target party member(s).

  Party ID(s):
  - The index of the party member to the horror effect from.
  - Index values start at 0.

---

Enemy Plugin Commands

HorrorEffects BattleEnemy.gif

---

Enemy: Clear All Filters
- Clear all Horror Effects filters on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to clear horror effects from.
  - Index values start at 0.

---

Enemy: Glitch Create
- Creates the glitch effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to create the horror effects for.
  - Index values start at 0.

  Glitch Slices:
  - Glitch slices to be used with the target.

  Glitch Offset:
  - Default offset value.

  Glitch Animated?:
  - Animate the glitch effect?

  Glitch Frequency:
  - If animated, how frequent to make the glitch effect?
  - Lower = often     Higher = rarer

  Glitch Strength:
  - If animated, how strong is the glitch effect?
  - Lower = weaker     Higher = stronger

---

Enemy: Glitch Remove
- Removes the glitch effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to the horror effect from.
  - Index values start at 0.

---

Enemy: Noise Create
- Creates the noise effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to create the horror effects for.
  - Index values start at 0.

  Noise Rate:
  - Noise rate to be used with the target.

  Noise Animated:
  - Animate the noise for the target?

---

Enemy: Noise Remove
- Removes the noise effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to the horror effect from.
  - Index values start at 0.

---

Enemy: TV Create
- Creates the TV effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to create the horror effects for.
  - Index values start at 0.

  TV Line Thickness:
  - Default TV line thickness
  - Lower = thinner     Higher = thicker

  TV Corner Size:
  - Default TV line corner size
  - Lower = smaller     Higher = bigger

  TV Animated:
  - Animate the TV?

  TV Speed:
  - Speed used to animate the TV if animated
  - Lower = slower     Higher = faster

---

Enemy: TV Remove
- Removes the TV effect on the target enemy(ies).

  Enemy ID(s):
  - The index of the enemy to the horror effect from.
  - Index values start at 0.

---

Items and Equips Core VisuStella MZ

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.

General

ItemsEquipsCoreShopStatus.png

These notetags affect the Items, Weapons, and Armors on a general scale.

---

<Max: x>

- Used for: Item, Weapon, Armor Notetags
- Determines the maximum quantity that can be held for this item.
- Replace 'x' with a number value to determine the maximum amount.

---

ItemsEquipsCoreItemColor.png

<Color: x>
<Color: #rrggbb>

- Used for: Item, Weapon, Armor, Skill Notetags
- Determines the color of the object inside the in-game menus.
- Replace 'x' with a number value depicting a window text color.
- Replace 'rrggbb' with a hex color code for a more custom color.

---

<Category: x>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace 'x' with a category name to mark this item as.

---

<Categories>
 x
 x
</Categories>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace each 'x' with a category name to mark this item as.

---

Item Accessibility Notetags

The following notetags allow you to choose when items can/cannot be used based on switches.

---

<Enable Switch: x>

<Enable All Switches: x,x,x>
<Enable Any Switches: x,x,x>

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be disabled until all
  switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, item will be enabled if any of the
  switches are ON. Otherwise, it would be disabled.

---

<Disable Switch: x>

<Disable All Switches: x,x,x>
<Disable Any Switches: x,x,x>

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be enabled until all switches
  are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, item will be disabled if any of the
  switches are ON. Otherwise, it would be enabled.

---

JavaScript Notetags: Item Accessibility

The following are notetags made for users with JavaScript knowledge to determine if an item can be accessible by code.

---

<JS Item Enable>
 code
 code
 enabled = code;
</JS Item Enable>

- Used for: Item Notetags
- Determines the enabled status of the item based on JavaScript code.
- If the actor this is disabled for is the only party member, it will not be
  visible in the item list unless the VisuStella Battle Core is installed.
  - If the VisuStella Battle Core is installed, then all battle scope items
    will be visible even if they're disabled.
- Replace 'code' to determine the type enabled status of the item.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  item will be enabled or not.
- The 'user' variable refers to the user with the item.
- The 'item' variable refers to the item being checked.
- All other item conditions must be met in order for this to code to count.

---

Equipment Notetags

The following notetags provide equipment-related effects from deciding what equip slots can be given to classes to the base parameter changes asigned to weapons and armors.

---

ItemsEquipsCoreEquipTypes.png

<Equip Slots>
 slotName
 slotName
 slotName
</Equip Slots>

- Used for: Class Notetags
- Changes the equipment slot loadout for any actor who is that class.
- Replace 'slotName' with an Equipment Type name from Database > Types.
  This is case-sensitive.
- Insert or remove as many "slotName" equipment types as needed.

---

<param: +x>
<param: -x>

- Used for: Weapon, Armor Notetags
- Changes the base parameter value for the equip item.
- Replace 'param' with any of the following: 'MaxHP', 'MaxMP', 'ATK', 'DEF',
  'MAT', 'MDF', 'AGI', or 'LUK' to change that specific parameter's value.
  - These notetags do NOT work with X Parameters, S Parameters, or any
    custom parameters. These notetags ONLY work with the base parameters.
- Replace 'x' with a number value to set the parameter value to.
- This allows you to bypass the Database Editor's number limitations.

---

<Equip Copy Limit: x>

- Used for: Weapon, Armor Notetags
- Sets a maximum number of copies that the actor can wear of this equipment.
- Replace 'x' with a number value to determine the copy limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: Actors can only equip one copy of the "One-of-a-Kind Ring"
  on at any time despite having empty accessory slots because the ring has a
  <Equip Copy Limit: 1> notetag.

---

<Equip Weapon Type Limit: x>

- Used for: Weapon
- This weapon cannot be equipped with other weapons of the same type once
  the limited amount has been reached.
- Replace 'x' with a number value to determine the weapon type limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: A dualwielding warrior who can only equip one sword and a
  dagger but never two swords or two daggers because the swords and daggers
  all have the <Equip Weapon Type Limit: 1> notetags on them.

---

<Equip Armor Type Limit: x>

- Used for: Armor
- This armor cannot be equipped with other armors of the same type once the
  limited amount has been reached.
- Replace 'x' with a number value to determine the armor type limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: People cannot equip more than two glove accessories on at a
  time because the glove is a "Glove" armor-type and each glove item has the
  <Equip Armor Type Limit: 2> notetags on them.

---

JavaScript Notetags: Equipment

The following are notetags made for users with JavaScript knowledge to adjust the parameter through code.

---

ItemsEquipsCoreShopEquip.png

<JS Parameters>
 MaxHP = code;
 MaxMP = code;
 ATK = code;
 DEF = code;
 MAT = code;
 MDF = code;
 AGI = code;
 LUK = code;
</JS Parameters>

- Used for: Weapon, Armor Notetags
- Uses JavaScript to determine the values for the basic parameters based on
  the code used to calculate its value.
- The variables 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', and
  'LUK' are used to determine the finalized value of the parameter. This
  variable is case sensitive.
- If a parameter is not present, its value will be treated as +0.

---

Status Window Notetags

The following notetags will affect the Shop Status Window info. If for any reason the data that is displayed is not to your liking or insufficient, you can change it up using the following notetags.

---

ItemsEquipsCoreStatusText.png

<Status Info>
 key: data
 key: data
 key: data
</Status Info>

- Used for: Skill, Item Notetags
- If you do not like the generated data that's displayed, you can change it
  using this notetag to display what you want.
- Replace 'key' with one of the following:
  - Consumable
  - Quantity
  - Occasion
  - Scope
  - Speed
  - Success Rate
  - Repeat
  - Hit Type
  - Element
  - Damage Multiplier
  - HP Recovery
  - MP Recovery
  - TP Recovery
  - HP Damage
  - MP Damage
  - TP Damage
  - User TP Gain
  - Added Effects
  - Removed Effects
- Replace 'data' with the text data you want to visually appear. You may use
  text codes for this.
- This only affects info entries that are already visible and won't make
  other categories suddenly appear.
- Insert or remove as many "key: data" lines as needed.

---

ItemsEquipsCoreStatusText.png

<Custom Status Info>
 key: data
 key: data
 key: data
</Custom Status Info>

- Used for: Skill, Item Notetags
- If you want custom categories and data to be displayed for your items that
  aren't provided by the Shop Status Window Info to begin with, you can use
  this notetag to add in your own entries.
- Replace 'key' with text of the exact label you want. You may use text
  codes for this.
- Replace 'data' with text of the exact text data you want. You may use text
  codes for this.
- Insert or remove as many "key: data" lines as needed.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Name: filename>

- Used for: Skill, Item, Weapon, Armor Notetags
- Enables a shop picture for the status window. This image can be seen in
  the item scene, shop scene, and skill scene if enabled.
- If this notetag is not used, there will be no image.
- Replace 'filename' with the filename of the graphic to use from the game
  project's img/pictures/ folder. Filenames are case sensitive. Leave out
  the filename extension from the notetag.
- Use the supporting notetags to determine where the image appears. If not,
  they will default to the background, fit to the window dimensions,
  centered at the middle of the window.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Layer: Background>
<Shop Picture Layer: Foreground>

- Used for: Skill, Item, Weapon, Armor Notetags
- Determines which layer the graphic will be drawn on.
- If the background layer is selected, the picture will appear behind the
  data text.
- If the foreground layer is selected, the picture will appear in front of
  the data text.
- If this notetag is not used, it will default to the background layer.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Max Width: x>
<Shop Picture Max Height: y>
<Shop Picture Max Dimensions: x, y>

- Used for: Skill, Item, Weapon, Armor Notetags
- Determines the maximum width and/or height for the image.
- This means the image will be automatically scaled proportionally to that
  width or height as long as everything else does not break boundaries.
- Replace 'x' and 'y' with number values representing the maximum dimensions
  the image can be in pixels.
- If these notetags are not used, the image will be automatically scaled to
  the dimensions of the shop status window.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Alignment: Left>
<Shop Picture Alignment: Center>
<Shop Picture Alignment: Right>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the horizontal alignment for the image.
- Left, center, right determines how it's aligned horizontally if the
  image does not horizontally fit in the width of the window.
- If any of these notetags are not used, the image will default to the
  'center' alignment.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Position: Top>
<Shop Picture Position: Middle>
<Shop Picture Position: Bottom>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the vertical position for the image.
- Top, middle, bottom determines how it's positioned vertically if the
  image does not vertically fit in the width of the window.
- If any of these notetags are not used, the image will default to the
  'middle' position.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Offset X: +x>
<Shop Picture Offset X: -x>

<Shop Picture Offset Y: +y>
<Shop Picture Offset Y: -y>

<Shop Picture Offset: +x, +y>
<Shop Picture Offset: -y, -y>

- Used for: Skill, Item, Weapon, Armor Notetags
- Offsets the X and Y positions of the image in the shop status window.
- X offsets adjust the horizontal position by x pixels.
  - Positive goes right.
  - Negative goes left.
- Y offsets adjust the horizontal position by y pixels.
  - Positive goes down.
  - Negative goes up.
- Replace 'x' and 'y' with number values representing the pixels to offset
  the image by. The '+' and '-' signs are required.
- If none of these notetags are used, there will be no offsets.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Opacity: x>
<Shop Picture Opacity: x%>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the opacity of the image used.
- When using 'x' and not 'x%', use a number between 0 and 255.
  - The closer to 0, the more transparent the image is.
  - The closer to 255, the more opaque the image is.
- When using 'x%' and not 'x', use a number between 0% and 100%.
  - The closer to 0%, the more transparent the image is.
  - The closer to 100%, the more opaque the image is.

---

Shop Menu Notetags

ItemsEquipsCoreShopEquip.png

These notetags adjust how prices and such are managed inside the Shop Menu as well as whether or not some items are visible depending on switch states.

---

<Price: x>

- Used for: Item, Weapon, Armor Notetags
- Adjusts the buying price for this item.
- Replace 'x' with a number depicting the desired value for the buy price.
- This allows you to bypass the RPG Maker MZ editor's limitation of 999,999.

---

<Can Sell>
<Cannot Sell>

- Used for: Item, Weapon, Armor Notetags
- Makes the item either always sellable or cannot be sold.
- This bypasses the game's internal hard-coding to prevent items with a
  price of 0 from being able to be sold.
- This bypasses the game's internal hard-coding to always allow items with
  a price value of being able to be sold.

---

<Sell Price: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the sell price to be something different than the default amount.
- Replace 'x' with a number depicting the desired value for the sell price.

---

<Show Shop Switch: x>

<Show Shop All Switches: x,x,x>
<Show Shop Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.

---

<Hide Shop Switch: x>

<Hide Shop All Switches: x,x,x>
<Hide Shop Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be shown until all switches
  are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, item will be hidden if any of the
  switches are ON. Otherwise, it would be shown.

---

<Cannot Sell Switch: x>

<Cannot Sell All Switches: x,x,x>
<Cannot Sell Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the sellability of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's sellability.
- If 'All' notetag variant is used, item cannot be sold until all switches
  are ON. Otherwise, it can be sold.
- If 'Any' notetag variant is used, item cannot be sold if any of the
  switches are ON. Otherwise, it can be sold.

---

JavaScript Notetags: Shop Menu

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Buy and Sell prices.

---

<JS Buy Price>
 code
 code
 price = code;
</JS Buy Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the buying 'price' of the item.
- Insert the final buy price into the 'price' variable.
- The 'item' variable refers to the item being bought.

---

<JS Sell Price>
 code
 code
 price = code;
</JS Sell Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the selling 'price' of the item.
- Insert the final sell price into the 'price' variable.
- The 'item' variable refers to the item being sold.

---

Item Crafting System VisuStella MZ

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.

General Notetags

ItemCraftingSys Preview1.png

These notetags are used to mark the item as a craftable item or as items that can only be crafted through a custom crafting list.

---

<Crafting Ingredients>
 Item id: x
 Item name: x
 Weapon id: x
 Weapon name: x
 Armor id: x
 Armor name: x
 Gold: x
 Category name: x
</Crafting Ingredients>

- Used for: Item, Weapon, Armor Notetags
- Turns this item/weapon/armor into a craftable item by using the listed
  ingredients to craft with.
- If the 'Category name' variant is used, it will draw from all items,
  weapons, and armors that have matching <Category: x> notetag data.
- Insert/delete any number of copies of the ingredients as needed.
- Replace 'id' with the item/weapon/armor ID of the ingredient to be used.
- Replace 'name' with the name of the item/weapon/armor/category to be used.
- Replace 'x' with the number of ingredients needed to be used for crafting.

Category Rules:

- If the 'Category name' variant is used, it will draw from all items,
  weapons, and armors that have matching <Category: x> notetag data.
- Multiples of the same category name can be used. However, the player must
  select different items each time.
- If the selected category item already exists as a static ingredient, that
  item cannot be selected either.

Examples:

<Crafting Ingredients>
 Item 5: 1
 Item 6: 3
 Gold: 100
</Crafting Ingredients>

<Crafting Ingredients>
 Item Potion: 1
 Item Magic Water: 3
 Gold: 100
</Crafting Ingredients>

<Crafting Ingredients>
 Weapon 1: 4
 Armor 2: 2
</Crafting Ingredients>

<Crafting Ingredients>
 Weapon Sword: 4
 Armor Hat: 2
</Crafting Ingredients>

<Crafting Ingredients>
 Category Fruit: 2
 Category Meat: 3
</Crafting Ingredients>

---

<Custom Crafting Only>

- Used for: Item, Weapon, Armor Notetags
- This item can only be crafted with custom crafting lists selected through
  the Plugin Command.

---

Switch-Related Notetags

ItemCraftingSys Preview1.png

These notetags can make item crafting require certain switches to be on, or turn switches on/off upon crafting items.

---

<Crafting Show Switch: x>

<Crafting Show All Switches: x,x,x>
<Crafting Show Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the craftable item in the crafting scene.
- Replace 'x' with the switch ID to determine the item's visibility.
- If 'All' notetag variant is used, item will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.
- Insert as many switch ID's as needed.
- This can be bypassed with the custom Item Crafting list plugin command
  option if enabled.

---

<Crafting Turn On Switch: x>
<Crafting Turn On Switches: x,x,x>

<Crafting Turn Off Switch: x>
<Crafting Turn Off Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Upon crafting this item, turn on/off the marked switch(es).
- Replace 'x' with the switch ID to turn on/off.

---

Masking-Related Notetags

ItemCraftingSys Preview1.png

These notetags can are used to determine name-masking properties for uncrafted items.

---

<Crafting Mask: text>

- Used for: Item, Weapon, Armor Notetags
- Displays the specific 'text' when the item has not yet been crafted.
- Replace 'text' with the text you wish to display if the item has not yet
  been crafted by the player.
- This can be bypassed with the custom Item Crafting list plugin command
  option if enabled.

---

<Crafting No Mask>

- Used for: Item, Weapon, Armor Notetags
- Bypasses name masking even if the item has not yet been crafted.

---

JavaScript Notetag: Effect-Related

The following are notetags made for users with JavaScript knowledge to make custom effects that occur upon crafting the item.

---

<JS Crafting Effect>
 code
 code
 code
</JS Crafting Effect>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' with JavaScript code to determine what kinds of effects you
  want to occur upon crafting this item.
- The 'item' variable represents the item being crafted.
- The 'number' variable represents the number of items being crafted.

---

Crafting Animation-Related Notetags

ItemCraftingSys Animation.gif

These notetags let you set custom crafting animations when a specific item, weapon, or armor is crafted so that way, they don't all have to use the default crafting animation from the plugin parameters.

---

<Crafting Animation: id>
<Crafting Animation: id, id, id>

- Used for: Item, Weapon, Armor Notetags
- Plays the animation(s) when this item, weapon, or armor is crafted.
- This will override the default animation settings found in the plugin
  parameters and use the unique one set through notetags instead.
- Replace 'id' with the ID of the animation you wish to play.
- If multiple ID's are found, then each animation will play one by one in
  the order they are listed.

---

<Crafting Fade Speed: x>

- Used for: Item, Weapon, Armor Notetags
- This determines the speed at which the item's icon fades in during the
  crafting animation.
- Replace 'x' with a number value to determine how fast the icon fades in.
- Use lower numbers for slower fade speeds and higher numbers for faster
  fade speeds.

---

<Crafting Picture: filename>
<Picture: filename>

- Used for: Item, Weapon, Armor Notetags
- Uses a picture from your project's /img/pictures/ folder instead of the
  item, weapon, or armor's icon during crafting instead.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Scaling will not apply to the picture.
- Use the <Picture: filename> version for any other plugins that may be
  using this as an image outside of crafting, too.
- The size used for the image will vary based on your game's resolution.

---

Life State Effects VisuStella MZ

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.

---

State-Only Effects

---

LifeStateEffects AutoLife.gif

<Auto Life: x%>

- Used for: State Notetags
- When the affected battler dies with this state present, this state will
  automatically remove itself (and any other states with <Auto Life: x%>) to
  restore that much HP% for the battler.
- Replace 'x' with a number representing that percentage of HP to heal the
  battler upon dying.

---

LifeStateEffects Doom.gif

<Doom>

- Used for: State Notetags
- When this state expires naturally (without direct removal), kill the
  affected battler.

---

Trait-Object Effects

---

LifeStateEffects Curse.gif

<Curse HP>
<Curse MP>
<Curse TP>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Prevents the affected battler from being able to recover HP, MP, and/or TP
  depending on which notetag is being used.

---

LifeStateEffects Fragile.gif

<Fragile>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- If a battler affected by <Fragile> receives a direct attack and takes any
  HP damage (as opposed to event command damage or regeneration damage),
  then instantly kill the affected battler.

---

LifeStateEffects Guts.gif

<Guts>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This will prevent the battler from taking any fatal damage and leaves them
  with only 1 HP. However, if the battler has 1 HP and receives damage, then
  the battler will actually die.

---

LifeStateEffects Undead.gif

<Undead>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- If the battler receives HP Healing, it receives damage instead.
- If the battler is a target of an instant death skill or item, then the
  battler will recover full HP.
- If the battler is the target of an HP Drain action, then the battler will
  drain HP from the attacker instead.

---

Limited Skill Uses VisuStella MZ

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.

---

Basic Limited Use-Related Notetags

LimitedSkillUses Preview1.png

---

<Limited Uses: x>

- Used for: Skill Notetags
- Sets the limited use maximum base amount for this skill.
- This value will override the Plugin Parameter settings for a base value if
  "All Skills Limited?" is turned on.
- Replace 'x' with a number value representing the base maximum uses this
  skill can have.

---

<Unlimited Use>

- Used for: Skill Notetags
- If the Plugin Parameter "All Skills Limited?" is turned on, this will
  disable limited uses for this skill, allowing it to be used in unlimited
  amounts independent of the Limited Use base.

---

Use Recovery-Related Notetags

LimitedSkillUses Preview1.png

---

<Victory Uses Recover: x>
<Escape Uses Recover: x>
<Defeat Uses Recover: x>
<After Battle Uses Recover: x>

- Used for: Skill Notetags
- Determines how many limited uses are recovered at the end of each battle
  depending on the result.
  - Victory notetag variant requires winning the battle.
  - Escape notetag variant requires escaping the battle.
  - Defeat notetag variant requires losing the battle.
  - After Battle notetag variant applies to all cases.
- Replace 'x' with how many uses are restored upon completing a battle.

---

<Bypass Recover All Uses>

- Used for: Skill Notetags
- This prevents the skill from recovering all uses with the "Recover All"
  event command.

---

<Allow Recover All Uses>

- Used for: Skill Notetags
- This allows the skill to recover all uses with the "Recover All" event
  command when the "Recover All?" plugin parameter is disabled.

---

Use Alteration-Related Notetags

LimitedSkillUses Preview1.png

---

<User Global Uses: +x>
<User Global Uses: -x>

<User SType id Uses: +x>
<User SType id Uses: -x>
<User SType name Uses: +x>
<User SType name Uses: -x>

<User Skill id Uses: +x>
<User Skill id Uses: -x>
<User Skill name Uses: +x>
<User Skill name Uses: -x>

- Used for: Skill, Item Notetags
- Alters the limited use amounts for the action's user.
  - Global notetag variant affects all limited uses.
  - SType notetag variant effects all skills with a matching type.
  - Skill notetag viarant effects a specific matching skill.
- Replace 'id' with the ID of the skill type.
- Replace 'name' with the name of the skill type (without text codes).
- Replace 'x' with the amount to alter the remaining uses by. Positive
  values restore uses while negative values reduce remaining uses.

---

<Target Global Uses: +x>
<Target Global Uses: -x>

<Target SType id Uses: +x>
<Target SType id Uses: -x>
<Target SType name Uses: +x>
<Target SType name Uses: -x>

<Target Skill id Uses: +x>
<Target Skill id Uses: -x>
<Target Skill name Uses: +x>
<Target Skill name Uses: -x>

- Used for: Skill, Item Notetags
- Alters the limited use amounts for the action's target.
  - Global notetag variant affects all limited uses.
  - SType notetag variant effects all skills with a matching type.
    - Replace 'id' with the ID of the skill type.
    - Replace 'name' with the name of the skill type (without text codes).
  - Skill notetag viarant effects a specific matching skill.
    - Replace 'id' with the ID of the skill.
    - Replace 'name' with the name of the skill.
- Replace 'x' with the amount to alter the remaining uses by. Positive
  values restore uses while negative values reduce remaining uses.

---

Trait Based-Related Notetags

LimitedSkillUses Preview1.png

---

<Gloal Use Max: +x>
<Gloal Use Max: -x>

<SType id Use Max: +x>
<SType id Use Max: -x>
<SType name Use Max: +x>
<SType name Use Max: -x>

<Skill id Use Max: +x>
<Skill id Use Max: -x>
<Skill name Use Max: +x>
<Skill name Use Max: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes the maximum limited uses for all skills, skills of a particular
  type, or individual skills.
  - Global notetag variant affects all limited uses.
  - SType notetag variant effects all skills with a matching type.
    - Replace 'id' with the ID of the skill type.
    - Replace 'name' with the name of the skill type (without text codes).
  - Skill notetag viarant effects a specific matching skill.
    - Replace 'id' with the ID of the skill.
    - Replace 'name' with the name of the skill.
- Replace 'x' with the amount to adjust the maximum uses by. Positive values
  increase the maximum uses while negative values decrease them.
  - These will be hard capped by the settings found in the Plugin Parmeters.

---

Main Menu Core VisuStella MZ

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.

---

Portrait-Related Notetags

MainMenuCorePortrait.png

<Menu Portrait: filename>

- Used for: Actor
- This is used with the "Portrait" style Main Menu List.
- Sets the menu image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.

---

<Menu Portrait Offset: +x, +y>
<Menu Portrait Offset: -x, -y>

<Menu Portrait Offset X: +x>
<Menu Portrait Offset X: -x>

<Menu Portrait Offset Y: +y>
<Menu Portrait Offset Y: -y>

- Used for: Actor
- This is used with the "Portrait" style Main Menu List.
- Offsets the X and Y coordinates for the menu image.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.
- This only applies to the Main Menu portraits.

---

New Game Plus VisuStella MZ

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.

---

New Game+-Related Notetags

---

NewGamePlus Preview1.png

<No New Game+ Carry Over>

- Used for: Actor, Item, Weapon, Armor Notetags
- This will prevent the item, weapon, or armor from being carried over to
  New Game+. If this is used on an actor, the actor will be in its default
  state as if a new game started.

---

Proximity Compass VisuStella MZ

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.

Some of these are comment tags. Comment tags are used for events to mark and affect individual event pages rather than the whole event.

---

Proximity Compass Notetags and Comment Tags

ProximityCompass.gif

---

<Hide Compass>

- Used for: Map Notetags
- Place this notetag inside maps where you don't want the compass to show.

---

<Compass Icon: x>

- Used for: Event Notetags and Event Page Comment Tags
- This will assign an icon to the event or the event's page.
- Replace 'x' with a number representing the icon index you wish for this
  event or event page to appear as in the Proximity Compass.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Compass Proximity: x>

- Used for: Event Notetags and Event Page Comment Tags
- This icon will only appear on the compass if the player is within range.
- Replace 'x' with the number of tiles the player must be within range of
  this event or event page in order to appear in the Proximity Compass.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Quest Journal System VisuStella MZ

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.

---

Action Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Use: +x>
<Variable id On Use: -x>

- Used for: Skill, Item Notetags
- Whenever any actor uses this specific skill or item, increase or decrease
  the target variable by a certain amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

Enemy Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Death: +x>
<Variable id On Death: -x>

- Used for: Enemy Notetags
- Whenever this specific enemy dies, increase or decrease the target
  variable by a certain amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

Item Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Gain: +x>
<Variable id On Gain: -x>

- Used Item, Weapon, Armor Notetags
- Whenever the party gains the specific item, weapon, or armor, increase or
  decrease the target variable by a certai amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

<Variable id On Lose: +x>
<Variable id On Lose: -x>

- Used Item, Weapon, Armor Notetags
- Whenever the party loses the specific item, weapon, or armor, increase or
  decrease the target variable by a certai amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

<Track With Variable id>

- Used Item, Weapon, Armor Notetags
- Whenever there is a change made to the specific item, weapon, or armor,
  set the value of the target variable to the number of items owned.
- Replace 'id' with the Variable ID you wish to alter.

---

Shop Common Events VisuStella MZ

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.

---

Shop Common Event-Related Notetags

ShopCommonEvents Preview.gif

---

<Once Buy Common Event: id>
<Repeat Buy Common Event: id>

- Used for: Item, Weapon, Armor Notetags
- This will cause a specific Common Event to launch when bought.
- Replace 'id' with a number representing the ID of the Common Event that
  you wish to launch upon this item being bought.
- The "Once" notetag variant will only occur once when bought.
  - Any subsequent purchases of the item will not launch the Common Event.
- The "Repeat" notetag variant will occur repeatedly when bought.
- If both "Once" and "Repeat" notetags are present in the item, then the
  "Once" variant will take priority first. Any subsequent purchases will go
  to the "Repeat" variant.
- Any switche requirement notetags need to be met in order for either
  notetag to have any effect.

---

<Once Sell Common Event: id>
<Repeat Sell Common Event: id>

- Used for: Item, Weapon, Armor Notetags
- This will cause a specific Common Event to launch when sold.
- Replace 'id' with a number representing the ID of the Common Event that
  you wish to launch upon this item being sold.
- The "Once" notetag variant will only occur once when sold.
  - Any subsequent sellings of the item will not launch the Common Event.
- The "Repeat" notetag variant will occur repeatedly when sold.
- If both "Once" and "Repeat" notetags are present in the item, then the
  "Once" variant will take priority first. Any subsequent sellings will go
  to the "Repeat" variant.
- Any switche requirement notetags need to be met in order for either
  notetag to have any effect.

---

Requirement Switch-Related Notetags

---

<Once Buy Common Event Switch: id>
<Once Buy Common Event All Switches: id, id, id>
<Once Buy Common Event Any Switches: id, id, id>

<Repeat Buy Common Event Switch: id>
<Repeat Buy Common Event All Switches: id, id, id>
<Repeat Buy Common Event Any Switches: id, id, id>

- Used for: Item, Weapon, Armor Notetags
- Requires the respective Buy Common Events to have these Switches enabled
  in the "ON" position in order for them to launch.
  - "Once" variant will only affect the "Once" notetag buy variants.
  - "Repeat" variant will only affect the "Repeat" notetag buy variants.
- The "All" variant will require all listed Switch ID's to be "ON".
- The "Any" variant will require only one listed Switch ID to be "ON".
- Replace 'id' with a number representing the Switch ID that needs to be in
  the "ON" position for the requirement to be met.
  - Insert multiple 'id' to require more Switch ID's.

---

<Once Sell Common Event Switch: id>
<Once Sell Common Event All Switches: id, id, id>
<Once Sell Common Event Any Switches: id, id, id>

<Repeat Sell Common Event Switch: id>
<Repeat Sell Common Event All Switches: id, id, id>
<Repeat Sell Common Event Any Switches: id, id, id>

- Used for: Item, Weapon, Armor Notetags
- Requires the respective Sell Common Events to have these Switches enabled
  in the "ON" position in order for them to launch.
  - "Once" variant will only affect the "Once" notetag sell variants.
  - "Repeat" variant will only affect the "Repeat" notetag sell variants.
- The "All" variant will require all listed Switch ID's to be "ON".
- The "Any" variant will require only one listed Switch ID to be "ON".
- Replace 'id' with a number representing the Switch ID that needs to be in
  the "ON" position for the requirement to be met.
  - Insert multiple 'id' to require more Switch ID's.

---

Skill Containers VisuStella MZ

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.

---

Skill Container-Related Notetags

SkillContainers Ani.gif

---

<Known Skill List: id>
<Known Skills List: id, id, id>

<Known Skill List: name>
<Known Skills List: name, name, name>

<Known Skills List: id To id>

- Used for: Skill Notetags
- Turns the skill into a skill container, accessible to actors and players.
- Replace 'id' with a number representing the ID of the skill you wish to
  add to the skill container.
- Replace 'name' with the name of the skill you wish to add to the
  skill container.
- Use the 'id To id' version to get a range of skills to add to the list.
  - This will ignore any skills with no names or have ----- in their name.
- These skills require the actor to have learned the skill or to have access
  to the skill
- Insert multiple copies of the notetag to add more.
- Skill Containers cannot be used as Single Skill Commands for the VisuMZ
  Battle Core's Actor Command Window (just use a Skill Type instead).
- Skill Containers can be stacked inside one another.

  Examples:

  <Known Skills List: 51, 52, 53>
  <Known Skills List: Heal I, Heal II, Heal III>
  <Known Skills List: 51 To 53>

---

<Force Skill List: id>
<Force Skills List: id, id, id>

<Force Skill List: name>
<Force Skills List: name, name, name>

<Force Skills List: id To id>

- Used for: Skill Notetags
- Turns the skill into a skill container, accessible to actors and players.
- Replace 'id' with a number representing the ID of the skill you wish to
  add to the skill container.
- Replace 'name' with the name of the skill you wish to add to the
  skill container.
- Use the 'id To id' version to get a range of skills to add to the list.
  - This will ignore any skills with no names or have ----- in their name.
- These skills do NOT require the actor to have learned the skill. These
  listed skills will always be accessible.
- Insert multiple copies of the notetag to add more.
- Skill Containers cannot be used as Single Skill Commands for the VisuMZ
  Battle Core's Actor Command Window (just use a Skill Type instead).
- Skill Containers can be stacked inside one another.

  Examples:

  <Force Skills List: 51, 52, 53>
  <Force Skills List: Heal I, Heal II, Heal III>
  <Force Skills List: 51 To 53>

---

Skill Cooldowns VisuStella MZ

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.

Skill-Only Notetags

SkillCooldownsCD.png

The following notetags are used for skills and are related to setting the primary uses of Cooldowns and Warmups.

---

<Bypass Cooldowns>
<Bypass Warmups>

- Used for: Skill Notetags
- Lets the skill bypass cooldowns and/or warmups.

---

<Cooldown: x>

- Used for: Skill Notetags
- The skill will gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.

---

<Skill id Cooldown: x>
<Skill name Cooldown: x>

- Used for: Skill Notetags
- The skill will cause listed skills to gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Cooldown: x>
<Stype name Cooldown: x>

- Used for: Skill Notetags
- The skill will cause all skills with the skill type to gain a cooldown
  upon usage.
- Replace 'x' with the number of turns to set the cooldown to.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Cooldown: x>

- Used for: Skill Notetags
- The skill will cause all skills to gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.

---

SkillCooldownsWU.png

<Warmup: x>

- Used for: Skill Notetags
- The skill will gain a warmup upon the start of battle.
- Replace 'x' with the number of turns to set the warmup to.

---

JavaScript Notetags: Skill-Only

The following are notetags made for users with JavaScript knowledge to give skills dynamic cooldown or warmup durations.

---

SkillCooldownsCD.png

<JS Cooldown>
 code
 code
 turns = code
</JS Cooldown>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code used to determine the base cooldown
  for this skill.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized cooldown value.

---

<JS On Cooldown Update>
 code
 code
 code
</JS On Cooldown Update>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's cooldown updates.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized cooldown value.

---

<JS On Cooldown Ready>
 code
 code
 code
</JS On Cooldown Ready>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's cooldown hits 0 and becomes ready.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.

---

SkillCooldownsWU.png

<JS Warmup>
 code
 code
 turns = code
</JS Warmup>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code used to determine the base warmup
  for this skill.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized warmup value.

---

<JS On Warmup Update>
 code
 code
 code
</JS On Warmup Update>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's warmup updates.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized warmup value.

---

<JS On Warmup Ready>
 code
 code
 code
</JS On Warmup Ready>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's warmup hits 0 and becomes ready.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.

---

Cooldown/Warmup Notetag Traits

These Notetag Traits help modify the finalized value of a cooldown/warmup. The final cooldown/warmup duration is calculated by the following formula:

(base + plus) * rate + flat

The base value is the amount calculated through the <Cooldown: x> and <Warmup: x> notetags found in the section above.

---

SkillCooldownsCD.png

<Skill id Cooldown Plus: +x>
<Skill id Cooldown Plus: -x>

<Skill name Cooldown Plus: +x>
<Skill name Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Cooldown Rate: x%>
<Skill id Cooldown Rate: x.x>

<Skill name Cooldown Rate: x%>
<Skill name Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Cooldown Flat: +x>
<Skill id Cooldown Flat: -x>

<Skill name Cooldown Flat: +x>
<Skill name Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Cooldown Plus: +x>
<Stype id Cooldown Plus: -x>

<Stype name Cooldown Plus: +x>
<Stype name Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Cooldown Rate: x%>
<Stype id Cooldown Rate: x.x>

<Stype name Cooldown Rate: x%>
<Stype name Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Cooldown Flat: +x>
<Stype id Cooldown Flat: -x>

<Stype name Cooldown Flat: +x>
<Stype name Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Cooldown Plus: +x>
<Global Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

<Global Cooldown Rate: x%>
<Global Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.

---

<Global Cooldown Flat: +x>
<Global Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

SkillCooldownsWU.png

<Skill id Warmup Plus: +x>
<Skill id Warmup Plus: -x>

<Skill name Warmup Plus: +x>
<Skill name Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Warmup Rate: x%>
<Skill id Warmup Rate: x.x>

<Skill name Warmup Rate: x%>
<Skill name Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Warmup Flat: +x>
<Skill id Warmup Flat: -x>

<Skill name Warmup Flat: +x>
<Skill name Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Warmup Plus: +x>
<Stype id Warmup Plus: -x>

<Stype name Warmup Plus: +x>
<Stype name Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Warmup Rate: x%>
<Stype id Warmup Rate: x.x>

<Stype name Warmup Rate: x%>
<Stype name Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Warmup Flat: +x>
<Stype id Warmup Flat: -x>

<Stype name Warmup Flat: +x>
<Stype name Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Warmup Plus: +x>
<Global Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

<Global Warmup Rate: x%>
<Global Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.

---

<Global Warmup Flat: +x>
<Global Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

Cooldown/Warmup Notetag Actions

The following notetags are actively altering effects that target cooldowns and/or warmups. Cooldown effects may be applied at any moment through these while warmup effects will only affect skills on warmup currently.

---

SkillCooldownsCD.png

<Clear User Cooldowns>
<Clear Target Cooldowns>

- Used for: Skill, Item Notetags
- Clears all cooldowns for the user/target.

---

SkillCooldownsWU.png

<Clear User Warmups>
<Clear Target Warmups>

- Used for: Skill, Item Notetags
- Clears all warmups for the user/target.

---

SkillCooldownsCD.png

<User Skill id Cooldown: +x>
<User Skill id Cooldown: -x>

<User Skill name Cooldown: +x>
<User Skill name Cooldown: -x>

<Target Skill id Cooldown: +x>
<Target Skill id Cooldown: -x>

<Target Skill name Cooldown: +x>
<Target Skill name Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for this specific skill.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<User Stype id Cooldown: +x>
<User Stype id Cooldown: -x>

<User Stype name Cooldown: +x>
<User Stype name Cooldown: -x>

<Target Stype id Cooldown: +x>
<Target Stype id Cooldown: -x>

<Target Stype name Cooldown: +x>
<Target Stype name Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for all skills with this type.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<User Global Cooldown: +x>
<User Global Cooldown: -x>

<Target Global Cooldown: +x>
<Target Global Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for all skills.
- Replace 'x' with the amount to change the duration by.

---

SkillCooldownsWU.png

<User Skill id Warmup: +x>
<User Skill id Warmup: -x>

<User Skill name Warmup: +x>
<User Skill name Warmup: -x>

<Target Skill id Warmup: +x>
<Target Skill id Warmup: -x>

<Target Skill name Warmup: +x>
<Target Skill name Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for this specific skill.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

<User Stype id Warmup: +x>
<User Stype id Warmup: -x>

<User Stype name Warmup: +x>
<User Stype name Warmup: -x>

<Target Stype id Warmup: +x>
<Target Stype id Warmup: -x>

<Target Stype name Warmup: +x>
<Target Stype name Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for all skills with this type.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

<User Global Warmup: +x>
<User Global Warmup: -x>

<Target Global Warmup: +x>
<Target Global Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for all skills.
- Replace 'x' with the amount to change the duration by.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

Skill Learn System VisuStella MZ

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.

---

Ability Points-Related Notetags

SkillLearnSystem Resources.png

---

<Starting AP: x>

- Used for: Actor Notetags
- Determines the amount of Ability Points the actor starts with in his/her
  starting class.
- Replace 'x' with a numeric value representing the amount of Ability Points
  to start out with.

---

<Class id Starting AP: x>
<Class name Starting AP: x>

- Used for: Actor Notetags
- Determines the amount of Ability Points the actor starts with in a
  specific class if Ability Points aren't shared across all classes.
- Replace 'x' with a numeric value representing the amount of Ability Points
  to start out with.
- Replace 'id' with the ID of the class to set starting Ability Points for.
- Replace 'name' with the name of the class to set starting Ability
  Points for.

---

<AP Gain: x>
<User AP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the user will acquire 'x' amount
  of Ability Points.
- Replace 'x' with a number representing the amount of Ability Points for
  the user to earn upon usage.
- This effect will trigger each time per "hit".
- This effect will take over the "Per Action Hit" Ability Points gain from
  the Plugin Parameters.

---

<Target AP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the target will acquire 'x' amount
  of Ability Points.
- Replace 'x' with a number representing the amount of Ability Points for
  the target to earn upon usage.
- This effect will trigger each time per "hit".

---

<AP: x>

- Used for: Enemy Notetags
- Determines the amount of Ability Points the enemy will give the player's
  party upon being defeated.
- Replace 'x' with a number representing the amount of Ability Points to
  grant the player's party each.
- This effect will take over the "Per Enemy" Ability Points gain from the
  Plugin Parameters.

---

<AP Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Increases the amount of Ability Points the affected battler will gain by a
  percentile value.
- Replace 'x' with a percentage number representing the amount of Ability
  Points that will be acquired.
- This stacks multiplicatively with each other.
- This does not apply when Ability Points are directly added, lost, or set.

---

Skill Points-Related Notetags

SkillLearnSystem Resources.png

---

<Starting SP: x>

- Used for: Actor Notetags
- Determines the amount of Skill Points the actor starts with in his/her
  starting class.
- Replace 'x' with a numeric value representing the amount of Skill Points
  to start out with.

---

<Class id Starting SP: x>
<Class name Starting SP: x>

- Used for: Actor Notetags
- Determines the amount of Skill Points the actor starts with in a specific
  class if Skill Points aren't shared across all classes.
- Replace 'x' with a numeric value representing the amount of Skill Points
  to start out with.
- Replace 'id' with the ID of the class to set starting Skill Points for.
- Replace 'name' with the name of the class to set starting Skill
  Points for.

---

<SP Gain: x>
<User SP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the user will acquire 'x' amount
  of Skill Points.
- Replace 'x' with a number representing the amount of Skill Points for the
  user to earn upon usage.
- This effect will trigger each time per "hit".
- This effect will take over the "Per Action Hit" Skill Points gain from the
  Plugin Parameters.

---

<Target SP Gain: x>

- Used for: Skill, Item Notetags
- When this skill/item is used in battle, the target will acquire 'x' amount
  of Skill Points.
- Replace 'x' with a number representing the amount of Skill Points for the
  target to earn upon usage.
- This effect will trigger each time per "hit".

---

<SP: x>

- Used for: Enemy Notetags
- Determines the amount of Skill Points the enemy will give the player's
  party upon being defeated.
- Replace 'x' with a number representing the amount of Skill Points to grant
  the player's party each.
- This effect will take over the "Per Enemy" Skill Points gain from the
  Plugin Parameters.

---

<SP Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Increases the amount of Skill Points the affected battler will gain by a
  percentile value.
- Replace 'x' with a percentage number representing the amount of Skill
  Points that will be acquired.
- This stacks multiplicatively with each other.
- This does not apply when Skill Points are directly added, lost, or set.

---

Learnable Skills-Related Notetags

SkillLearnSystem Preview1.png

---

<Learn Skill: id>
<Learn Skills: id, id, id>

<Learn Skill: name>
<Learn Skills: name, name, name>

- Used for: Class Notetags
- Determines what skills the class can learn through the Skill Learn System.
- Replace 'id' with a number representing the ID of the skill that can be
  learned through the Skill Learn System menu.
- Replace 'name' with the name of the skill that can be learned through the
  Skill Learn System menu.
- Multiple entries are permited.

---

<Learn Skills>
 id
 id
 id
 name
 name
 name
<Learn Skills>

- Used for: Class
- Determines what skills the class can learn through the Skill Learn System.
- Replace 'id' with a number representing the ID of the skill that can be
  learned through the Skill Learn System menu.
- Replace 'name' with the name of the skill that can be learned through the
  Skill Learn System menu.
- Multiple middle entries are permited.

---

Skill Learn Cost-Related Notetags

SkillLearnSystem Preview3.png

---

<Learn AP Cost: x>

- Used for: Skill Notetags
- Determines the Ability Point cost needed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'x' with a number representing the amount of Ability Points needed
  to learn this skill.
- If this notetag is not used, then the Ability Point cost will default to
  the value found in the settings.

---

<Learn CP Cost: x>

- Used for: Skill Notetags
- Requires VisuMZ_2_ClassChangeSystem
- Determines the Class Point cost needed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'x' with a number representing the amount of Skill Points needed
  to learn this skill.
- If this notetag is not used, then the Skill Point cost will default to
  the value found in the settings.

---

<Learn JP Cost: x>

- Used for: Skill Notetags
- Requires VisuMZ_2_ClassChangeSystem
- Determines the Job Point cost needed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'x' with a number representing the amount of Skill Points needed
  to learn this skill.
- If this notetag is not used, then the Skill Point cost will default to
  the value found in the settings.

---

<Learn SP Cost: x>

- Used for: Skill Notetags
- Determines the Skill Point cost needed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'x' with a number representing the amount of Skill Points needed
  to learn this skill.
- If this notetag is not used, then the Skill Point cost will default to
  the value found in the settings.

---

<Learn Item id Cost: x>
<Learn Item name Cost: x>

- Used for: Skill Notetags
- Determines the items needed to be consumed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'id' with a number representing the ID of the item needed to be
  consumed.
- Replace 'name' with the name of the item needed to be consumed.
- Replace 'x' with a number representing the amount of the item needed
  to learn this skill.
- You may insert multiple copies of this notetag.

---

<Learn Weapon id Cost: x>
<Learn Weapon name Cost: x>

- Used for: Skill Notetags
- Determines the weapons needed to be consumed for an actor to learn the
  skill through the Skill Learn System.
- Replace 'id' with a number representing the ID of the weapon needed to be
  consumed.
- Replace 'name' with the name of the weapon needed to be consumed.
- Replace 'x' with a number representing the amount of the weapon needed
  to learn this skill.
- You may insert multiple copies of this notetag.

---

<Learn Armor id Cost: x>
<Learn Armor name Cost: x>

- Used for: Skill Notetags
- Determines the armors needed to be consumed for an actor to learn the
  skill through the Skill Learn System.
- Replace 'id' with a number representing the ID of the armor needed to be
  consumed.
- Replace 'name' with the name of the armor needed to be consumed.
- Replace 'x' with a number representing the amount of the armor needed
  to learn this skill.
- You may insert multiple copies of this notetag.

---

<Learn Gold Cost: x>

- Used for: Skill Notetags
- Determines the gold cost needed for an actor to learn the skill through
  the Skill Learn System.
- Replace 'x' with a number representing the amount of gold needed to learn
  this skill.
- If this notetag is not used, then the gold cost will default to the value
  found in the settings.

---

<Learn Skill Costs>
 AP: x

 SP: x

 Item id: x
 Item name: x

 Weapon id: x
 Weapon name: x

 Armor id: x
 Armor name: x

 Gold: x
</Learn Skill Costs>

- Used for: Skill Notetags
- Determines a group of resources needed for an actor to learn the skill
  through the Skill Learn System.
- Replace 'id' with the ID's of items, weapons, armors to be consumed.
- Replace 'name' with the names of items, weapons, armors to be consumed.
- Replace 'x' with the quantities of the designated resource to be consumed.
- Insert multiple entries of items, weapons, and armors inside the notetags
  to add more resource entries.

---

JavaScript Notetags: Skill Costs

SkillLearnSystem Preview3.png

The following are notetags made for users with JavaScript knowledge to create dynamic Ability Point and Skill Point costs.

---

<JS Learn AP Cost>
 code
 code
 cost = code;
</JS Learn AP Cost>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create dynamically calculated cost
  for the required Ability Points in order to learn this skill.
- The 'cost' variable will be returned to determine the finalized Ability
  Points cost to learn this skill.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- If the <Learn AP Cost: x> is present, this notetag will be ignored.

---

<JS Learn CP Cost>
 code
 code
 cost = code;
</JS Learn CP Cost>

- Used for: Skill Notetags
- Requires VisuMZ_2_ClassChangeSystem
- Replace 'code' with JavaScript code to create dynamically calculated cost
  for the required Class Points in order to learn this skill.
- The 'cost' variable will be returned to determine the finalized Skill
  Points cost to learn this skill.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- If the <Learn CP Cost: x> is present, this notetag will be ignored.

---

<JS Learn JP Cost>
 code
 code
 cost = code;
</JS Learn JP Cost>

- Used for: Skill Notetags
- Requires VisuMZ_2_ClassChangeSystem
- Replace 'code' with JavaScript code to create dynamically calculated cost
  for the required Job Points in order to learn this skill.
- The 'cost' variable will be returned to determine the finalized Skill
  Points cost to learn this skill.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- If the <Learn JP Cost: x> is present, this notetag will be ignored.

---

<JS Learn SP Cost>
 code
 code
 cost = code;
</JS Learn SP Cost>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create dynamically calculated cost
  for the required Skill Points in order to learn this skill.
- The 'cost' variable will be returned to determine the finalized Skill
  Points cost to learn this skill.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- If the <Learn SP Cost: x> is present, this notetag will be ignored.

---

Show Condition-Related Notetags

SkillLearnSystem Preview1.png

---

<Learn Show Level: x>

- Used for: Skill Notetags
- Actors must be at least the required level in order for the skill to even
  appear visibly in the Skill Learn System menu.
- Replace 'x' with a number representing the required level for the actor
  in order for the skill to visibly appear.

---

<Learn Show Skill: id>
<Learn Show Skill: name>

<Learn Show All Skills: id, id, id>
<Learn Show All Skills: name, name, name>

<Learn Show Any Skills: id, id, id>
<Learn Show Any Skills: name, name, name>

- Used for: Skill Notetags
- The actor must have already learned the above skills in order for the
  learnable skill to appear visibly in the Skill Learn System menu.
- Replace 'id' with a number representing the ID of the skill required to be
  known by the actor in order to appear visibly in the menu.
- Replace 'name' with the name of the skill required to be known by the
  actor in order to appear visibly in the menu.
- The 'All' notetag variant requires all of the listed skills to be known
  before the learnable skill will appear visibly in the menu.
- The 'Any' notetag variant requires any of the listed skills to be known
  before the learnable skill will appear visibly in the menu.

---

<Learn Show Switch: x>

<Learn Show All Switches: x, x, x>

<Learn Show Any Switches: x, x, x>

- Used for: Skill Notetags
- The switches must be in the ON position in order for the learnable skill
  to appear visibly in the Skill Learn System menu.
- Replace 'x' with a number representing the ID of the switch required to be
  in the ON position in order to appear visibly in the menu.
- The 'All' notetag variant requires all of the switches to be in the ON
  position before the learnable skill will appear visibly in the menu.
- The 'Any' notetag variant requires any of the switches to be in the ON
  position before the learnable skill will appear visibly in the menu.

---

JavaScript Notetags: Show Conditions

SkillLearnSystem Preview1.png

The following are notetags made for users with JavaScript knowledge to create dynamic determined show conditions.

---

<JS Learn Show>
 code
 code
 visible = code;
</JS Learn Show>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to determine if the skill will be
  visibly shown in the Skill Learn System menu.
- The 'visible' variable must result in a 'true' or 'false' value to
  determine if the skill will be visible.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- Any other show conditions must be met, too.

---

<JS Learn Show List Text>
 code
 code
 text = code;
</JS Learn Show List Text>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create custom text that will be
  displayed when the skill is shown in the Skill Learn System skill list.
- The 'text' variable will determine the text to be shown if it is a string.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.

---

<JS Learn Show Detail Text>
 code
 code
 text = code;
</JS Learn Show Detail Text>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create custom text that will be
  displayed when the skill is selected and the Detailed Skill Learn System
  resource cost window is opened.
- The 'text' variable will determine the text to be shown if it is a string.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.

---

Require Condition-Related Notetags

SkillLearnSystem Preview1.png

---

<Learn Require Level: x>

- Used for: Skill Notetags
- Actors must be at least the required level in order for the skill to be
  enabled in the Skill Learn System menu.
- Replace 'x' with a number representing the required level for the actor
  in order for the skill to visibly appear.

---

<Learn Require Skill: id>
<Learn Require Skill: name>

<Learn Require All Skills: id, id, id>
<Learn Require All Skills: name, name, name>

<Learn Require Any Skills: id, id, id>
<Learn Require Any Skills: name, name, name>

- Used for: Skill Notetags
- The actor must have already learned the above skills in order for the
  learnable skill to be enabled in the Skill Learn System menu.
- Replace 'id' with a number representing the ID of the skill required to be
  known by the actor in order to be enabled in the menu.
- Replace 'name' with the name of the skill required to be known by the
  actor in order to be enabled in the menu.
- The 'All' notetag variant requires all of the listed skills to be known
  before the learnable skill will be enabled in the menu.
- The 'Any' notetag variant requires any of the listed skills to be known
  before the learnable skill will be enabled in the menu.

---

<Learn Require Switch: x>

<Learn Require All Switches: x, x, x>

<Learn Require Any Switches: x, x, x>

- Used for: Skill Notetags
- The switches must be in the ON position in order for the learnable skill
  to be enabled in the Skill Learn System menu.
- Replace 'x' with a number representing the ID of the switch required to be
  in the ON position in order to be enabled in the menu.
- The 'All' notetag variant requires all of the switches to be in the ON
  position before the learnable skill will be enabled in the menu.
- The 'Any' notetag variant requires any of the switches to be in the ON
  position before the learnable skill will be enabled in the menu.

---

JavaScript Notetags: Requirement Conditions

SkillLearnSystem Preview1.png

The following are notetags made for users with JavaScript knowledge to create dynamic determined learning requirement conditions.

---

<JS Learn Requirements>
 code
 code
 enabled = code;
</JS Learn Requirements>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to determine if the skill will be
  enabled for learning in the Skill Learn System menu.
- The 'enabled' variable must result in a 'true' or 'false' value to
  determine if the skill will be enabled.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.
- Any other requirement conditions must be met, too.

---

<JS Learn Requirements List Text>
 code
 code
 text = code;
</JS Learn Requirements List Text>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create custom text that will be
  displayed when the skill is shown in the Skill Learn System skill list
  as long as the requirements have to be met.
- The 'text' variable will determine the text to be shown if it is a string.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.

---

<JS Learn Requirements Detail Text>
 code
 code
 text = code;
</JS Learn Requirements Detail Text>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to create custom text that will be
  displayed when the skill is selected and the Detailed Skill Learn System
  resource cost window is opened as long as the requirements have to be met.
- The 'text' variable will determine the text to be shown if it is a string.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.

---

Animation-Related Notetags

SkillLearnSystem Ani.gif

---

<Learn Skill Animation: id>
<Learn Skill Animation: id, id, id>

- Used for: Skill Notetags
- Plays the animation(s) when this skill is learned through the Skill Learn
  System's menu.
- This will override the default animation settings found in the plugin
  parameters and use the unique one set through notetags instead.
- Replace 'id' with the ID of the animation you wish to play.
- If multiple ID's are found, then each animation will play one by one in
  the order they are listed.

---

<Learn Skill Fade Speed: x>

- Used for: Skill Notetags
- This determines the speed at which the skill's icon fades in during the
  skill learning animation.
- Replace 'x' with a number value to determine how fast the icon fades in.
- Use lower numbers for slower fade speeds and higher numbers for faster
  fade speeds.

---

<Learn Skill Picture: filename>
<Picture: filename>

- Used for: Skill Notetags
- Uses a picture from your project's /img/pictures/ folder instead of the
  skill's icon during learning instead.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Scaling will not apply to the picture.
- Use the <Picture: filename> version for any other plugins that may be
  using this as an image outside of learning skills, too.
- The size used for the image will vary based on your game's resolution.

---

JavaScript Notetags: On Learning Conditions

SkillLearnSystem Preview3.png

The following are notetags made for users with JavaScript knowledge to produce special effects when the skill is learned.

---

<JS On Learn Skill>
 code
 code
 code
</JS On Learn Skill>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform the desired actions when
  the skill is learned.
- This will apply to any time the skill is learned by an actor, even if it
  is through natural leveling or through the Skill Learn System menu.
- The 'user' variable can be used to reference the actor who will be
  learning the skill.
- The 'skill' variable can be used to reference the skill that will be
  learned by the actor.

---

Skills and States Core VisuStella MZ

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.

General Skill Notetags

SkillsStatesCoreStype.png

The following are general notetags that are skill-related.

---

<Skill Type: x>
<Skill Types: x,x,x>

<Skill Type: name>
<Skill Types: name, name, name>

- Used for: Skill Notetags
- Marks the skill to have multiple Skill Types, meaning they would appear
  under different skill types without needing to create duplicate skills.
- Replace 'x' with a number value representing the Skill Type's ID.
- If using 'name' notetag variant, replace 'name' with the Skill Type(s)
  name desired to be added.

---

<List Name: name>

- Used for: Skill Notetags
- Makes the name of the skill appear different when show in the skill list.
- Using \V[x] as a part of the name will display that variable.

---

Skill Cost Notetags

SkillsStatesSkillCosts.png

The following are notetags that can be used to adjust skill costs. Some of these notetags are added through the Plugin Parameter: Skill Cost Types and can be altered there. This also means that some of these notetags can have their functionality altered and/or removed.

---

<type Cost: x>
<type Cost: x%>

- Used for: Skill Notetags
- These notetags are used to designate costs of custom or already existing
  types that cannot be made by the Database Editor.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'x' with a number value to determine the exact type cost value.
  This lets you bypass the Database Editor's limit of 9,999 MP and 100 TP.
- The 'x%' version is replaced with a percentile value to determine a cost
  equal to a % of the type's maximum quantity limit.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost: 500>
  <MP Cost: 25%>
  <Gold Cost: 3000>
  <Potion Cost: 5>

---

<type Cost Max: x>
<type Cost Min: x>

- Used for: Skill Notetags
- These notetags are used to ensure conditional and % costs don't become too
  large or too small.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'x' with a number value to determine the maximum or minimum values
  that the cost can be.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost Max: 1500>
  <MP Cost Min: 5>
  <Gold Cost Max: 10000>
  <Potion Cost Min: 3>

---

<type Cost: +x>
<type Cost: -x>

<type Cost: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- For % notetag variant: Replace 'x' with a number value to determine the
  rate to adjust the Skill Cost Type by as a flat value. This is applied
  before <type Cost: +x> and <type Cost: -x> notetags.
- For + and - notetag variants: Replace 'x' with a number value to determine
  how much to adjust the Skill Cost Type by as a flat value. This is applied
  after <type Cost: x%> notetags.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost: +20>
  <MP Cost: -10>
  <Gold Cost: 50%>
  <Potion Cost: 200%>

---

<Custom Cost Text>
 text
</Custom Cost Text>

- Used for: Skill Notetags
- Allows you to insert custom text into the skill's cost area towards the
  end of the costs.
- Replace 'text' with the text you wish to display.
- Text codes may be used.

---

JavaScript Notetags: Skill Costs

The following are notetags made for users with JavaScript knowledge to determine any dynamic Skill Cost Types used for particular skills.

---

<JS type Cost>
 code
 code
 cost = code;
</JS type Cost>

- Used for: Skill Notetags
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'code' to determine the type 'cost' of the skill.
- Insert the final type cost into the 'cost' variable.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- Functionality for the notetag can be altered in the Plugin Parameters.

---

Gauge Replacement Notetags

SkillsStatesSpriteGauges.png

Certain classes can have their gauges swapped out for other Skill Cost Types. This is especially helpful for the classes that don't utilize those Skill Cost Types. You can mix and match them however you want.

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<Replace HP Gauge: type>
<Replace MP Gauge: type>
<Replace TP Gauge: type>

- Used for: Class Notetags
- Replaces the HP (1st), MP (2nd), or TP (3rd) gauge with a different Skill
  Cost Type.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'type' with 'none' to not display any gauges there.
- The <Replace TP Gauge: type> will require 'Display TP in Window' setting
  to be on in the Database > System 1 tab.
- Functionality for the notetags can be altered by changes made to the
  Skill & States Core Plugin Parameters.

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Skill Accessibility Notetags

Sometimes, you don't want all skills to be visible whether it be to hide menu-only skills during battle, until certain switches are turned ON/OFF, or until certain skills have been learned.

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<Hide in Battle>
<Hide outside Battle>

- Used for: Skill Notetags
- Makes the specific skill visible or hidden depending on whether or not the
  player is currently in battle.

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<Show Switch: x>

<Show All Switches: x,x,x>
<Show Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the visibility of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, skill will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the
  switches are ON. Otherwise, it would be hidden.

---

<Hide Switch: x>

<Hide All Switches: x,x,x>
<Hide Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the visibility of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, skill will be shown until all switches
  are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  switches are ON. Otherwise, it would be shown.

---

<Show if learned Skill: x>

<Show if learned All Skills: x,x,x>
<Show if learned Any Skills: x,x,x>

<Show if learned Skill: name>

<Show if learned All Skills: name, name, name>
<Show if learned Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills learned.
- Determines the visibility of the skill based on skills learned.
- This does not apply to skills added by traits on actors, classes, any
  equipment, or states. These are not considered learned skills. They are
  considered temporary skills.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be hidden until all skills
  are learned. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the skills
  are learned. Otherwise, it would be hidden.

---

<Hide if learned Skill: x>

<Hide if learned All Skills: x,x,x>
<Hide if learned Any Skills: x,x,x>

<Hide if learned Skill: name>

<Hide if learned All Skills: name, name, name>
<Hide if learned Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills learned.
- This does not apply to skills added by traits on actors, classes, any
  equipment, or states. These are not considered learned skills. They are
  considered temporary skills.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be shown until all skills
  are learned. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  skills are learned. Otherwise, it would be shown.

---

<Show if has Skill: x>

<Show if have All Skills: x,x,x>
<Show if have Any Skills: x,x,x>

<Show if has Skill: name>

<Show if have All Skills: name, name, name>
<Show if have Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills available.
- This applies to both skills that have been learned and/or temporarily
  added through traits on actors, classes, equipment, or states.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be hidden until all skills
  are learned. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the skills
  are learned. Otherwise, it would be hidden.

---

<Hide if has Skill: x>

<Hide if have All Skills: x,x,x>
<Hide if have Any Skills: x,x,x>

<Hide if has Skill: name>

<Hide if have All Skills: name, name, name>
<Hide if have Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills available.
- This applies to both skills that have been learned and/or temporarily
  added through traits on actors, classes, equipment, or states.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be shown until all skills
  are learned. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  skills are learned. Otherwise, it would be shown.

---

<Enable Switch: x>

<Enable All Switches: x,x,x>
<Enable Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's enabled status.
- If 'All' notetag variant is used, skill will be disabled until all
  switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, skill will be enabled if any of the
  switches are ON. Otherwise, it would be disabled.

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<Disable Switch: x>

<Disable All Switches: x,x,x>
<Disable Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's enabled status.
- If 'All' notetag variant is used, skill will be enabled until all switches
  are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, skill will be disabled if any of the
  switches are ON. Otherwise, it would be enabled.

---

JavaScript Notetags: Skill Accessibility

The following are notetags made for users with JavaScript knowledge to determine if a skill can be accessible visibly or through usage.

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<JS Skill Visible>
 code
 code
 visible = code;
</JS Skill Visible>

- Used for: Skill Notetags
- Determines the visibility of the skill based on JavaScript code.
- Replace 'code' to determine the type visibility of the skill.
- The 'visible' variable returns a boolean (true/false) to determine if the
  skill will be visible or not.
- The 'user' variable refers to the user with the skill.
- The 'skill' variable refers to the skill being checked.
- All other visibility conditions must be met for this code to count.

---

<JS Skill Enable>
 code
 code
 enabled = code;
</JS Skill Enable>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on JavaScript code.
- Replace 'code' to determine the type enabled status of the skill.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  skill will be enabled or not.
- The 'user' variable refers to the user with the skill.
- The 'skill' variable refers to the skill being checked.
- All other skill conditions must be met in order for this to code to count.

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General State-Related Notetags

SkillsStatesCoreColors.png

The following notetags are centered around states, such as how their turn counts are displayed, items and skills that affect state turns, if the state can avoid removal by death state, etc.

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<No Death Clear>

- Used for: State Notetags
- Prevents this state from being cleared upon death.
- This allows this state to be added to an already dead battler, too.

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<No Recover All Clear>

- Used for: State Notetags
- Prevents this state from being cleared upon using the Recover All command.

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<Group Defeat>

- Used for: State Notetags
- If an entire party is affected by states with the <Group Defeat> notetag,
  they are considered defeated.
- Usage for this includes party-wide petrification, frozen, etc.

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<Reapply Rules: Ignore>
<Reapply Rules: Reset>
<Reapply Rules: Greater>
<Reapply Rules: Add>

- Used for: State Notetags
- Choose what kind of rules this state follows if the state is being applied
  to a target that already has the state. This affects turns specifically.
- 'Ignore' will bypass any turn changes.
- 'Reset' will recalculate the state's turns.
- 'Greater' will choose to either keep the current turn count if it's higher
  than the reset amount or reset it if the current turn count is lower.
- 'Add' will add the state's turn count to the applied amount.
- If this notetag isn't used, it will use the rules set in the States >
  Plugin Parameters.

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<Positive State>
<Negative State>

- Used for: State Notetags
- Marks the state as a positive state or negative state, also altering the
  state's turn count color to match the Plugin Parameter settings.
- This also puts the state into either the 'Positive' category or
  'Negative' category.

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<Category: name>
<Category: name, name, name>

- Used for: State Notetags
- Arranges states into certain/multiple categories.
- Replace 'name' with a category name to mark this state as.
- Insert multiples of this to mark the state with  multiple categories.

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<Categories>
 name
 name
</Categories>

- Used for: State Notetags
- Arranges states into certain/multiple categories.
- Replace each 'name' with a category name to mark this state as.

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<Resist State Category: name>
<Resist State Categories: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected battler resist the listed categories.
- Replace each 'name' with a category name to resist.
  - Insert multiple 'name' entries to add more categories.
- This works exactly like how state resistances work in-game. If a battler
  who was originally NOT resistant to "Poison" before gaining a
  poison-resistant trait, the "Poison" state will remain because it was
  applied before poison-resistance as enabled.

---

<Resist State Categories>
 name
 name
 name
</Resist State Categories>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected battler resist the listed categories.
- Replace each 'name' with a category name to resist.
  - Insert multiple 'name' entries to add more categories.
- This works exactly like how state resistances work in-game. If a battler
  who was originally NOT resistant to "Poison" before gaining a
  poison-resistant trait, the "Poison" state will remain because it was
  applied before poison-resistance as enabled.

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<State x Category Remove: y>

<State x Category Remove: All>

- Used for: Skill, Item Notetags
- Allows the skill/item to remove 'y' states from specific category 'x'.
- Replace 'x' with a category name to remove from.
- Replace 'y' with the number of times to remove from that category.
- Use the 'All' variant to remove all of the states of that category.
- Insert multiples of this to remove different types of categories.

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<Hide State Turns>

- Used for: State Notetags
- Hides the state turns from being shown at all.
- This will by pass any Plugin Parameter settings.

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<Turn Color: x>
<Turn Color: #rrggbb>

- Used for: State Notetags
- Hides the state turns from being shown at all.
- Determines the color of the state's turn count.
- Replace 'x' with a number value depicting a window text color.
- Replace 'rrggbb' with a hex color code for a more custom color.

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<State id Turns: +x>
<State id Turns: -x>

<Set State id Turns: x>

<State name Turns: +x>
<State name Turns: -x>

<Set State name Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by state 'id' or state 'name', change the state
  turn duration for target.
- For 'id' variant, replace 'id' with the ID of the state to modify.
- For 'name' variant, replace 'name' with the name of the state to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple states at once.

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<param Buff Turns: +x>
<param Buff Turns: -x>

<Set param Buff Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by a 'param' buff, change that buff's turn
  duration for target.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter buff to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple parameters at once.

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<param Debuff Turns: +x>
<param Debuff Turns: -x>

<Set param Debuff Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by a 'param' debuff, change that debuff's turn
  duration for target.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter debuff to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple parameters at once.

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JavaScript Notetags: On Add/Erase/Expire

Using JavaScript code, you can use create custom effects that occur when a state has bee added, erased, or expired.

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<JS On Add State>
 code
 code
</JS On Add State>

- Used for: State Notetags
- When a state is added, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

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<JS On Erase State>
 code
 code
</JS On Erase State>

- Used for: State Notetags
- When a state is erased, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

---

<JS On Expire State>
 code
 code
</JS On Expire State>

- Used for: State Notetags
- When a state has expired, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

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JavaScript Notetags: Slip Damage/Healing

Slip Damage, in RPG Maker vocabulary, refers to damage over time. The following notetags allow you to perform custom slip damage/healing.

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<JS type Slip Damage>
 code
 code
 damage = code;
</JS type Slip Damage>

- Used for: State Notetags
- Code used to determine how much slip damage is dealt to the affected unit
  during each regeneration phase.
- Replace 'type' with 'HP', 'MP', or 'TP'.
- Replace 'code' with the calculations on what to determine slip damage.
- The 'user' variable refers to the origin of the state.
- The 'target' variable refers to the affected unit receiving the damage.
- The 'state' variable refers to the current state being affected.
- The 'damage' variable is the finalized slip damage to be dealt.
- When these states are applied via action effects, the slip calculations
  are one time calculations made upon applying and the damage is cached to
  be used for future on regeneration calculations.
- For that reason, do not include game mechanics here such as adding states,
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use
  the VisuStella Battle Core's <JS Pre-Regenerate> and <JS Post-Regenerate>
  notetags for game mechanics instead.
- Passive states and states with the <JS Slip Refresh> notetag are exempt
  from the one time calculation and recalculated each regeneration phase.

---

<JS type Slip Heal>
 code
 code
 heal = code;
</JS type Slip Heal>

- Used for: State Notetags
- Code used to determine how much slip healing is dealt to the affected unit
  during each regeneration phase.
- Replace 'type' with 'HP', 'MP', or 'TP'.
- Replace 'code' with the calculations on what to determine slip healing.
- The 'user' variable refers to the origin of the state.
- The 'target' variable refers to the affected unit receiving the healing.
- The 'state' variable refers to the current state being affected.
- The 'heal' variable is the finalized slip healing to be recovered.
- When these states are applied via action effects, the slip calculations
  are one time calculations made upon applying and the damage is cached to
  be used for future on regeneration calculations.
- For that reason, do not include game mechanics here such as adding states,
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use
  the VisuStella Battle Core's <JS Pre-Regenerate> and <JS Post-Regenerate>
  notetags for game mechanics instead.
- Passive states and states with the <JS Slip Refresh> notetag are exempt
  from the one time calculation and recalculated each regeneration phase.

---

<JS Slip Refresh>

- Used for: State Notetags
- Refreshes the calculations made for the JS Slip Damage/Heal amounts at the
  start of each regeneration phase to allow for dynamic damage ranges.

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Passive State Notetags

SkillsStatesCorePassives.png

Passive States are states that are always applied to actors and enemies provided that their conditions have been met. These can be granted through database objects or through the Passive States Plugin Parameters.


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For those using the code "a.isStateAffected(10)" to check if a target is affected by a state or not, this does NOT check passive states. This only checks for states that were directly applied to the target.

This is NOT a bug.

Instead, use "a.states().includes($dataStates[10])" to check for them. This code will search for both directly applied states and passive states alike.

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As passive states are NOT considered directly applied to, they do NOT match a Conditional Branch's state check as well. The Conditional Branch effect checks for an affected state.

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Because passive states are NOT directly applied to a battler, the functions of "addNewState", "addState", "eraseState", "removeState" do NOT apply to passive states either. This means that any of the related JS notetags tied to those functions will not occur either.

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Why are passive states not considered affected by? Let's look at it differently. There are two ways to grant skills to actors. They can acquire skills by levels/items/events or they can equip gear that temporarily grants the skill in question.

Learning the skill is direct. Temporarily granting the skill is indirect. These two factors have mechanical importance and require differentiation.

Regular states and passive states are the same way. Regular states are directly applied, therefore, need to be distinguished in order for things like state turns and steps, removal conditionals, and similar to matter at all. Passive states are indirect and are therefore, unaffected by state turns, steps, and removal conditions. These mechanical differences are important for how RPG Maker works.

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Once again, it is NOT a bug that when using "a.isStateAffected(10)" to check if a target has a passive state will return false.

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<Passive State: x>
<Passive States: x,x,x>

<Passive State: name>
<Passive States: name, name, name>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy Notetags
- Adds passive state(s) x to trait object, applying it to affected actor or
  enemy unit(s).
- Replace 'x' with a number to determine which state to add as a passive.
- If using 'name' notetag variant, replace 'name' with the name of the
  state(s) to add as a passive.
- Note: If you plan on applying a passive state through a skill, it must be
  through a skill that has been learned by the target and not a skill that
  is given through a trait.

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<Passive Stackable>

- Used for: State Notetags
- Makes it possible for this passive state to be added multiple times.
- Otherwise, only one instance of the passive state can be available.

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<Passive Condition Class: id>
<Passive Condition Classes: id, id, id>

<Passive Condition Class: name>
<Passive Condition Classes: name, name, name>

- Used for: State Notetags
- Determines the passive condition of the passive state based on the actor's
  current class. As long as the actor's current class matches one of the
  data entries, the passive condition is considered passed.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- This does not affect enemies.

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<Passive Condition Multiclass: id>
<Passive Condition Multiclass: id, id, id>

<Passive Condition Multiclass: name>
<Passive Condition Multiclass: name, name, name>

- Used for: State Notetags
- Requires VisuMZ_2_ClassChangeSystem!
- Determines the passive condition of the passive state based on the actor's
  multiclasses. As long as the actor has any of the matching classes
  assigned as a multiclass, the passive condition is considered passed.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- This does not affect enemies.

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<Passive Condition Switch ON: x>

<Passive Condition All Switches ON: x,x,x>
<Passive Condition Any Switch ON: x,x,x>

- Used for: State Notetags
- Determines the passive condition of the passive state based on switches.
- Replace 'x' with the switch ID to determine the state's passive condition.
- If 'All' notetag variant is used, conditions will not be met until all
  switches are ON. Then, it would be met.
- If 'Any' notetag variant is used, conditions will be met if any of the
  switches are ON. Otherwise, it would not be met.

---

<Passive Condition Switch OFF: x>

<Passive Condition All Switches OFF: x,x,x>
<Passive Condition Any Switch OFF: x,x,x>

- Used for: State Notetags
- Determines the passive condition of the passive state based on switches.
- Replace 'x' with the switch ID to determine the state's passive condition.
- If 'All' notetag variant is used, conditions will not be met until all
  switches are OFF. Then, it would be met.
- If 'Any' notetag variant is used, conditions will be met if any of the
  switches are OFF. Otherwise, it would not be met.

---

JavaScript Notetags: Passive State

The following is a notetag made for users with JavaScript knowledge to determine if a passive state's condition can be met.

---

<JS Passive Condition>
 code
 code
 condition = code;
</JS Passive Condition>

- Used for: State Notetags
- Determines the passive condition of the state based on JavaScript code.
- Replace 'code' to determine if a passive state's condition has been met.
- The 'condition' variable returns a boolean (true/false) to determine if
  the passive state's condition is met or not.
- The 'user' variable refers to the user affected by the passive state.
- The 'state' variable refers to the passive state being checked.
- All other passive conditions must be met for this code to count.

**NOTE** Not everything can be used as a custom JS Passive Condition due to
limitations of the code. There are failsafe checks to prevent infinite loops
and some passive conditions will not register for this reason and the
conditional checks will behave as if the passive states have NOT been
applied for this reason. Such examples include the following:

- A passive state that requires another passive state
- A passive state that requires a trait effect from another state
- A passive state that requires a parameter value altered by another state
- A passive state that requires equipment to be worn but its equipment type
  access is provided by another state.
- Anything else that is similar in style.

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State Tooltips VisuStella MZ

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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Description-Related Notetags

StateTooltip Animated.gif

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<Help Description>
 text
 text
</Help Description>

- Used for: State Notetags
- Assigns a help description for the state.
- Replace 'text' with text you want displayed for the tooltip window.
- This best works with one line.
- If this notetag is not used, the help description will default to the
  setting found in the plugin's Plugin Parameters.
- Insert %1 into the help description to show any data that would otherwise
  be shown as the state display, such as Absorption Barrier count.

---

<Exclude From Tooltips>

- Used for: State Notetags
- Excludes the state from being displayed in the state tooltips.

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Steal Items VisuStella MZ

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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Steal Action-Related Notetags

StealItems Steal.gif

The following are notetags that are used to place on skills/items that you want to have stealing properties for.

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<Steal>
<Steal type>
<Steal type, type, type>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.

---

<Steal type: x%>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties with increased/decreased
  multiplicative success rates.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.
- Replace 'x' with a number representing the percent value to alter the
  success rate multiplicatively by.

---

<Steal type: +x%>
<Steal type: -x%>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties with increased/decreased
  additive success rates.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.
- Replace 'x' with a number representing the percent value to alter the
  success rate additively by.

---

StealItems Snatch.png

<Snatch>
<Targeting Steal>

- Used for: Skill, Item Notetags
- Changes the steal action from targeting a random item from the stealable
  types pool to a specific item that the player can select.
- If the snatch attempt fails, it will not attempt to steal other items.
- Both the <Snatch> and <Targeting Steal> notetags do the same thing.
- This does not work with abilities that target multiple enemies, random
  enemies, or actors.
- Use this in addition to the <Steal>, <Steal type>, or
  <Steal type, type, type> notetags as this does not have any steal
  properties on its own.

---

JavaScript Notetags: Steal Action-Related

StealItems Steal.gif

The following are notetags made for users with JavaScript knowledge to apply special effects for steal-related skills/items.

---

<JS Steal Rate>
 code
 code
 rate = code;
</JS Steal Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to all steal target types.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Gold Rate>
 code
 code
 rate = code;
</JS Steal Gold Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable gold type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Item Rate>
 code
 code
 rate = code;
</JS Steal Item Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable item type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Weapon Rate>
 code
 code
 rate = code;
</JS Steal Weapon Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable weapon type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Armor Rate>
 code
 code
 rate = code;
</JS Steal Armor Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable armor type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS On Steal Success>
 code
 code
 code
</JS On Steal Success>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code upon successfully stealing.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.
- The 'item' variable represents the item that was stolen if there is one.
  This will return a null value if gold was stolen instead.
- The 'gold' variable represents the gold quantity that was stolen if any.
  This will return a 0 value if there was no gold stolen.

---

<JS On Steal Failure>
 code
 code
 code
</JS On Steal Failure>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code upon failing a stealth attempt.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was the theft target.

---

<JS On Steal Empty>
 code
 code
 code
</JS On Steal Empty>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code if there was nothing to steal.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was the theft target.

---

Steal Loot Setup-Related Notetags

StealItems Steal.gif

The following notetags are made for enemies and used to set up the loot that can be stolen.

---

<Steal Gold value: x%>

<Steal Item id: x%>
<Steal Item name: x%>

<Steal Weapon id: x%>
<Steal Weapon name: x%>

<Steal Armor id: x%>
<Steal Armor name: x%>

- Used for: Enemy Notetags
- Sets up droppable loot for the enemy.
- When setting up gold loot, replace 'value' with the amount of gold that
  will be stolen from this loot entry.
- When setting up items, weapons, or armors, replace 'id' with the ID of the
  item, weapon, or armor for the loot entry.
- When setting up items, weapons, or armors, replace 'name' with the name of
  the item, weapon, or armor for the loot entry.
- Replace 'x' with a number value representing the base percent chance of
  successfully stealing this loot entry.
- Insert multiple notetags for multiple loot entries to be stolen.

---

<Steal>
 Gold value: x%

 Item id: x%
 Item name: x%

 Weapon id: x%
 Weapon name: x%

 Armor id: x%
 Armor name: x%
</Steal>

- Used for: Enemy Notetags
- Sets up a batch setup of droppable loot for the enemy.
- When setting up gold loot, replace 'value' with the amount of gold that
  will be stolen from this loot entry.
- When setting up items, weapons, or armors, replace 'id' with the ID of the
  item, weapon, or armor for the loot entry.
- When setting up items, weapons, or armors, replace 'name' with the name of
  the item, weapon, or armor for the loot entry.
- Replace 'x' with a number value representing the base percent chance of
  successfully stealing this loot entry.
- Insert/remove multiple copies of the loot entries inside the <Steal>
  notetags to add more or reduce entries.

---

Steal Rate Traits-Related Notetags

StealItems Steal.gif

The following notetags are made for trait objects that can alter the success rates of steal skills/items.

---

<Steal Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Alters the steal rate for the stealing actor multiplicatively.
- Replace 'x' with a number representing the percent value to alter the
  success rate multiplicatively by.

---

<Steal Rate: +x%>
<Steal Rate: -x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Alters the steal rate for the stealing actor multiplicatively.
- Replace 'x' with a number representing the percent value to alter the
  success rate additively by.

---

<Steal Resist: +x%>
<Steal Resist: -x%>

- Used for: Enemy Notetags
- Alters the steal resistance for enemies. Higher numbers mean higher steal
  resistance.
- Replace 'x' with a number representing the percent value to alter the
  steal resistance by.

---

Victory Aftermath VisuStella MZ

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.

---

VictoryAftermathLevelUpNew.png

<Level Up Quotes>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
</Level Up Quotes>

- Used for: Actor Notetags
- Description
- Replace 'text' with the text you'd want the actor to say when leveling up.
- The <New Quote> tag is used between the <Level Up Quotes> notetags to
  separate quotes.
- If an actor has multiple quotes (due to the <New Quote> notetag), then a
  random quote will be selected upon level up.
- If this notetag is not found inside an actor's notebox, a random level up
  quote will be selected from the Plugin Parameters => Level Up => Quotes =>
  Level Up Quotes plugin parameter.

---

VictoryAftermathSkillLearnNew.png

<New Skill Quotes>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
</New Skill Quotes>

- Used for: Actor Notetags
- Description
- Replace 'text' with the text you'd want the actor to say when leveling up
  in addition to learning a new skill upon leveling up.
- The <New Quote> tag is used between the <New Skill Quotes> notetags to
  separate quotes.
- If an actor has multiple quotes (due to the <New Quote> notetag), then a
  random quote will be selected upon level up and learning a new skill.
- If this notetag is not found inside an actor's notebox, a random new skill
  quote will be selected from the Plugin Parameters => Level Up => Quotes =>
  New Skill Quotes plugin parameter.

Visual Item Inventory VisuStella MZ

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.

---

Picture-Related Notetags

VisualItemInv Equip.gif

---

<Visual Item Picture: filename>
<Picture: filename>

- Used for: Item, Weapon, Armor Notetags
- Uses a picture from your project's /img/pictures/ folder instead of the
  item's icon inside the item windows instead.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Scaling will not apply to the picture.
- Use the <Picture: filename> version for any other plugins that may be
  using this as an image outside of this plugin, too.
- The size used for the image will vary based on the icon size settings.

---

Background Colors-Related Notetags

---

<Visual Item BG Color 1: x>
<Visual Item BG Color 2: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the background color(s) for the item to text color 'x'.
- Replace 'x' with a number from 0 to 31 to represent a text color.

---

<Visual Item BG Color 1: #rrggbb>
<Visual Item BG Color 2: #rrggbb>

- Used for: Item, Weapon, Armor Notetags
- Changes the background color(s) for the item to a hex color.
- Use #rrggbb for custom colors.
- You can find out what hex codes belong to which color from this website:
  https://htmlcolorcodes.com/

---

Visual State Effects VisuStella MZ

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.

State-Related Notetags

The following notetags are made for states.

---

<Hide State Popup>

- Used for: State Notetags
- Don't display any of the popups for this state.

---

VisualStateEffectsPopups.gif

<State Popup>
 text color: c
 flash color: r, g, b, a
 flash duration: d
</State Popup>

- Used for: State Notetags
- Changes the settings of the state popup from the defaults declared by the
  Plugin Parameters. Each of the settings are optional. If the lines do not
  appear in the notetag, then the default values from the Plugin Parameters
  will be used instead.
- Replace 'c' #rrggbb for custom colors or insert a regular number for text
  colors from the Window Skin.
- Replace 'r', 'g', 'b', 'a' with number values ranging from 0 to 255 for
  'red', 'green', 'blue', and 'alpha' to determine the flash color.
- Replace 'd' with a number representing the amount of frames you want the
  flash duration to last for.

Examples:

<State Popup>
 text color: 3
</State Popup>

<State Popup>
 text color: #abcdef
 flash color: 255, 255, 0, 160
</State Popup>

<State Popup>
 flash color: 0, 255, 255, 160
 flash duration: 90
</State Popup>

<State Popup>
 flash duration: 777
</State Popup>

---

<Add Animation: x>

- Used for: State Notetags
- Determines the battle animation to play when the state is applied.
- Replace 'x' with a number representing the ID of the animation you wish
  to play when the state is added.
- This does not work for states without icons nor the death state.

---

<Erase Animation: x>

- Used for: State Notetags
- Determines the battle animation to play when the state is removed.
- Replace 'x' with a number representing the ID of the animation you wish
  to play when the state is removed.
- This does not work for states without icons nor the death state.

---

VisualStateEffectsRepeatCycle.gif

<Repeat Animation: x>

- Used for: State Notetags
- Determines the battle animation to play in intervals when the battler is
  affected by it.
- Replace 'x' with a number representing the ID of the animation you wish
  to play on repeat while the battler is affected by the state.
- The battler will cycle through the various repeating state animations
  available through states.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.
- WARNING: Abusing Repeat Animations can jeopardize game performance.

---

<Repeat Animation Cycle: x>

- Used for: State Notetags
- Determines the cycle/duration of this specific state's repeating animation
  if you do not wish to use the plugin parameter's default setting.
- Replace 'x' with the number of frames you wish to play this animation for
  before moving onto the next animation.
- WARNING: Lower numbers can jeopardize game performance.

---

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

- Used for: State Notetags
- Lets you determine what kind of state motion to play when the battler is
  affected by the state.
- The battler will only play the highest priority state motion.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffectsToneFrozen.gif

<State Motion Lock>

- Used for: State Notetags
- If an actor or animated sideview enemy is affected by a state that has
  this notetag, their animation will be locked in place while this state
  is in effect.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffectsToneFrozen.gif

<State Tone: red, green, blue, gray>

- Used for: State Notetags
- Tints the battler with a tone determined by the state.
- Replace 'red', 'green', 'blue' with a value between -255 and 255.
- Replace 'gray' with a value between 0 and 255.
- If a battler has multiple states with tones, then the state with the
  highest priority value is applied to the battler.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffects-Opacity.png

<Visual Opacity: x>
<Visual Opacity: x%>

- Used for: State Notetags
- When a battler is affected by this state, change the opacity of their main
  battler sprite to 'x' or 'x%'.
- Replace 'x' with a number from 0 to 255 representing the opacity level.
- Replace 'x%' with a percentage from 0% to 100% representing the opacity.
- This does NOT affect UI elements like the HP Gauges, State Icons, or their
  positioning markers such as the battler's shadow as this is only to used
  to represent a change in their opacity through a state.
- To change the whole battler's opacity including everything from the UI
  elements, State Icons, etc., use the Action Sequence Plugin Command to
  visually alter the whole opacity level instead.
- The Visual Opacity level will compound with the opacity level adjusted by
  the Action Sequence Plugin Command. Keep this in mind when using both of
  them together.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffects Rainbow.gif

<Visual Rainbow: +x>
<Visual Rainbow: -x>

- Used for: State Notetags
- When a battler is affected by this state, the battler has a colorful
  rainbow shifting effect.
- Replace 'x' with a number representing how fast the colors shift for the
  battler. Higher numbers are faster. Lower numbers are slower.
- This does NOT affect UI elements like the HP Gauges, State Icons, or their
  positioning markers such as the battler's shadow as this is only to used
  to represent a change in their opacity through a state.
- The Visual Rainbow shift will be stacked on top of any battlers/enemies
  that already have a hue change.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

Hover Notetags

---

VisualStateEffectsHover.gif

<Visual Hover Effect>
 Base: x
 Speed: y
 Rate: z
 Death: case
</Visual Hover Effect>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Creates a hover effect when tied to a trait object.
- The 'base' value determines the minimum height above the ground for the
  hover effect. Replace 'x' with a number representing the pixel height.
- The 'speed' value determines the flat adjustment towards the wobbling
  change. Replace 'y' with a number representing the speed. Lower values
  move faster while higher values move slower.
- The 'rate' determines the fluctuation rate when the hover effect bobbles
  up and down. Replace 'z' with a number representing the fluctuation rate.
- The 'death' scenario lets you decide if you want the hovering battler to
  remain hovering if they're dead or fall down to the floor. Replace 'case'
  with 'Hover' or 'Floor'.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

Example:

<Visual Hover Effect>
 Base: 100
 Speed: 20
 Rate: 5.0
 Death: floor
</Visual Hover Effect>

---

Breathing-Related Notetags

VisualStateEffects Breathing.gif

The following notetags are purely EXPERIMENTAL. There is a high likelihood of unintended graphical glitches when using them. Use them at your own risk.

---

<Visual Breathing Effect>
 Speed: x
 Speed X: x
 Speed Y: x

 Rate: x.y
 Rate X: x.y
 Rate Y: x.y

 HP Link: On
 HP Link: Off
</Visual Breathing Effect>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Creates a hover effect when tied to a trait object.
- The 'speed' value determines how long each cycle is.
  - When using 'Speed', this will apply to both 'Speed X' and 'Speed Y'
  - 'Speed X' refers to the horizontal breathing cycle
  - 'Speed Y' refers to the vertical breathing cycle
  - If not declared, both will default to a value of '10'
- The 'rate' value determines how exaggerated the breathing distortion looks
  for the affected target.
  - When using 'Rate', this will apply to both 'Rate X' and 'Rate Y
  - 'Rate X' refers to horizontal breathing distortion effect
  - 'Rate Y' refers to vertical breathing distortion effect
  - If not declared, 'Rate X' will default to 0.000 and 'Rate Y' to 0.020.
- HP Link refers to the breathing speed relative to the target's HP rate
  where the lower the rate, the slower the speed becomes.
  - 'On' means it's enabled.
  - 'Off' means it's disabled.
  - If not declared, this will default to 'OFF'
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

Examples:

<Visual Breathing Effect>
 Speed: 10
 Rate Y: 0.050
 HP Link: On
</Visual Breathing Effect>

<Visual Breathing Effect>
 Speed X: 15
 Speed Y: 10
 Rate X: 0.01
 Rate Y: 0.050
</Visual Breathing Effect>

---

<No Breathing>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Removes any breathing effects for the affected target.

---

Weakness Display VisuStella MZ

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.

---

Analyze-Related Notetags

WeaknessDisplay Preview.png

---

<Analyze Weakness: x>
<Analyze Weaknesses: x>

- Used for: Skill, Item Notetags
- Reveals 'x' amount of elemental weaknesses the target enemy may have
  without needing to hit the enemy with the said elemental weakness first.
- Replace 'x' with a number representing the number of weaknesses to reveal
  through this action.
- This has no effect on actors.

---

Weapon Animation VisuStella MZ

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.

---

Weapon Image-Related Notetags

---

WeaponAni Preview1.gif

<Weapon Image: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes the weapon image used for the affected battler to a numeric type.
- Replace 'x' with a number representing the weapon image's ID.
- You'll get an image from "img/system/" folder's weapon sheets.
- Each sheet contains 12 weapon images. If you wish to load a weapon from
  the first sheet, it'll be within 1-12.
- If you wish to load a weapon from the second sheet, it'll be within 13-24,
  and so on.
- The weapon sheets increase in increments of 12, which means that if you
  wish to load a weapon from weapon sheet 50, x will be between 589 to 600.

  By default, these are the number values associated with each:

  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

---

WeaponAni BeamSword.png

<Weapon Image: filename>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes the weapon image used for the affected battler to a unique file.
- Replace 'filename' with the name of the file found in the "img/weapons/"
  folder (or whichever folder you've set it to in the plugin parameters).
- This is case sensitive.
- Do not include the file extension.

  Example:

  <Weapon Image: Beam Sword>

---

WeaponAni Preview2.gif

<Weapon Motion: thrust>
<Weapon Motion: swing>
<Weapon Motion: missile>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This notetag requires a <Weapon Image: x> or <Weapon Image: filename>
  notetag on the same trait object.
- Forces the weapon to play a specific motion when attacking.
- If this is not defined, the played motion will be the custom motion
  declared in the plugin parameters.
- You can also replace the motion type with the following:

  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

---

WeaponAni Preview3.gif

<Weapon Hue: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This notetag requires a <Weapon Image: x> or <Weapon Image: filename>
  notetag on the same trait object.
- Changes the hue of the custom weapon image.
- Replace 'x' with a hue number between 0 and 255.

---

Weapon Swap System VisuStella MZ

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.

---

Skill Usage-Related Notetags

WeaponSwapSys Ani.gif

---

<Require Any Weapon>

- Used for: Skill Notetags
- Requires the actor to have any weapon equipped in order to use the skill,
  regardless of the weapon's type.
- This does not affect enemies.

---

<Switch to Weapon Type: id>
<Switch to Weapon Type: name>

- Used for: Skill Notetags
- When using the skill, the actor will switch to the equipped weapon of the
  matching type.
- Replace 'id' with a number representing the weapon type's ID.
- Replace 'name' with the name of the weapon type.
- Weapon types are not the same as weapons. Weapon types are found in the
  Database > Types tab.
- This does not affect enemies.

---

Weapon Unleash VisuStella MZ

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.

Unleash-Related Notetags

WeaponUnleashMZ.gif

The following notetags are related to Unleashes, which have a percent chance of trigger upon selecting "Attack" or "Guard" commands in-battle.

---

<Weapon Unleash id: x%>
<Weapon Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Attack" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Attack"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Weapon Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Guard Unleash id: x%>
<Guard Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Guard" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Guard"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Guard Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Weapon Unleash: +x%>
<Weapon Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Weapon Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Weapon Unleash success rates.

---

<Weapon Unleash id: +x%>
<Weapon Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Weapon Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Weapon Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Weapon Unleash success rates.

---

<Guard Unleash: +x%>
<Guard Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Guard Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Guard Unleash success rates.

---

<Guard Unleash id: +x%>
<Guard Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Guard Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Guard Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Guard Unleash success rates.

---

JavaScript Notetags: Unleash-Related

WeaponUnleashMZ.gif

The following notetags are made for users with JavaScript knowledge to determine which Unleash skill will be used (if at all).

---

<JS Weapon Unleash>
 code
 code
 id = code;
</JS Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Weapon Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Weapon Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS Guard Unleash>
 code
 code
 id = code;
</JS Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Guard Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Guard Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS On Unleash>
 code
 code
 code
</JS On Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when any kind of Unleash, Weapon or Guard, triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Weapon Unleash>
 code
 code
 code
</JS On Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Weapon Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Guard Unleash>
 code
 code
 code
</JS On Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Guard Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

Replace-Related Notetags

UnleashReplace.png

Skill replacement traits will replace the "Attack" and "Guard" commands in battle with other skills. They will always be replaced unless an Unleash successfully triggers and overrides them.

---

<Replace Attack: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Attack command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Attack command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Attack skill.
- If a battler has multiple Replace Attack traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

<Replace Guard: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Guard command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Guard command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Guard skill.
- If a battler has multiple Replace Guard traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

JavaScript Notetags: Replace-Related

UnleashReplace.png

The following notetags are made for users with JavaScript knowledge to determine which replacement skill will be used (if at all).

---

<JS Replace Attack>
 code
 code
 id = code;
</JS Replace Attack>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Attack skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

<JS Replace Guard>
 code
 code
 id = code;
</JS Replace Guard>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Guard skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

Visual Fogs VisuStella MZ

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.

---

Fog-Related Notetags

VisualFogs Preview1.gif

---

<Fog id Settings>
 Name: filename
 optional property
 optional property
 optional property
</Fog id Settings>

- Used for: Map Notetags
- Creates a regular fog layer for this map by default.
- Replace 'id' with a number value to assign to the fog.
  - Plugin Commands will refer to this ID for changes and removal.
- The 'Name' setting is required. Without it, no fog will be made.
  - Replace 'filename' with the filename of the image you want to use as
    a fog found in the game project's img/parallaxes/ folder.
  - Do not include the file extension.
- Insert as many of the optional properties as you want. You can find a list
  of them in the section below.

---

Optional Properties

VisualFogs Preview3.gif

Replace the 'optional property' segment of the notetags above with any of the text below to acquire their effects. You can add/remove as many of the optional properties as you need.

---

Horz Scroll: x
Vert Scroll: y

- This enables horizontal or vertical scrolling for the fog.
- Replace 'x' or 'y' with a Number value to determine how fast they will
  scroll across the screen.
- Use a negative value to make them scroll the other way.
- These effects are mutually exclusive from the "Map Locked" property.

---

Map Locked

- This will cause the fog to only scroll when the map scrolls.
- This has the same effect as naming a fog with "!" in front of
  its filename.
- If the filename used for this fog has "!" in front of it, the
  Map Locked effect will be automatically turned on.
- These effect is mutually exclusive from the "Horz Scroll" and
  "Vert Scroll" properties.

---

Opacity: x
Opacity: x%

- Changes the opacity level of the fog.
- Replace 'x' with a number from 0 to 255 representing the opacity level.
- Replace 'x%' with a percentage from 0% to 100% representing the opacity.

---

Blend Mode: Normal
Blend Mode: Additive
Blend Mode: Multiply
Blend Mode: Screen

- Sets the blend mode for the icon on the fog.
- Use only one of the above.

---

Hue: x
Hue Shift: x

- Changes the hue of the fog to 'x' so that you don't need to create
  multiple copies of the files with different colors.
- Replace 'x' with a number value between 0 and 360.
- If the "Hue Shift" property is also used, then adjust the hue of the
  fog each frame by 'x' amount.
  - 'x' can be positive or negative.

---

Color Tone: red, green, blue, gray

- Changes the color tone or tint of the fog.
- Replace 'red', 'green', 'blue' with a value between -255 and 255.
- Replace 'gray' with a value between 0 and 255.

---

Region: id
Regions: id, id, id

- Forces the fog to only become visible on tiles marked regions with a
  matching ID (alongside valid terrain tags).
- If this isn't used, then the fog will be as large as the screen.
- Replace 'id' with a region ID between 1 and 255.
  - Region 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the fog can appear on.
- This feature cannot be used with Vignettes.
- WARNING: This WILL cause longer load times on larger maps.

---

Terrain Tag: id
Terrain Tags: id, id, id

- Forces the fog to only become visible on tiles marked terrain tags
  with a matching ID (alongside valid regions).
- If this isn't used, then the fog will be as large as the screen.
- Replace 'id' with a terrain tag ID between 1 and 7.
  - Terrain tag 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the fog can appear on.
- This feature cannot be used with Vignettes.
- WARNING: This WILL cause longer load times on larger maps.

---

Tile Blur: x

- Determines how soft the borders are around the revealed fog tiles.
- Use larger numbers to blur them more.
- Use a value of zero to remove any blur.

---

Tile Spill: x

- Determines how much larger to make the revealed fog tiles.
- Use larger numbers to spill more and make the tiles larger.
- Use a value of zero to not spill at all and use the exact tile sizes.

---

Vignette: type

- Makes the fog appear along the edge of the screen rather than the entire
  visible game screen.
- Replace 'type' with any of the following:
  - Border
  - Horizontal
  - Vertical
  - Upper
  - Lower
  - Left
  - Right

---

VisualFogs Preview2.gif

Custom Vignette: filename

- Allows you to use a custom parallax image as a vignette.
- Replace 'filename' with the filename of the image you want to use as
  a vignette found in the game project's img/parallaxes/ folder.
  - Do not include the file extension.
- Custom vignettes are used as masks.
  - White areas on the image determine the visible parts of the fog.
  - Black areas on the image determine the invisible parts of the fog.

---

Visual Parallaxes VisuStella MZ

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.

---

Parallax-Related Notetags

VisualParallaxes Preview1.gif

---

<Parallax id Settings>
 Name: filename
 optional property
 optional property
 optional property
</Parallax id Settings>

- Used for: Map Notetags
- Creates a regular parallax layer for this map by default.
- Replace 'id' with a number value to assign to the parallax.
  - Plugin Commands will refer to this ID for changes and removal.
- The 'Name' setting is required. Without it, no parallax will be made.
  - Replace 'filename' with the filename of the image you want to use as
    a parallax found in the game project's img/parallaxes/ folder.
  - Do not include the file extension.
- Insert as many of the optional properties as you want. You can find a list
  of them in the section below.

---

VisualParallaxes Preview2.gif

<Water Parallax id Settings>
 Name: filename
 optional property
 optional property
 optional property
</Water Parallax id Settings>

- Used for: Map Notetags
- Creates a water-based parallax layer for this map by default.
  - This will utilize the water reflection properties and will only appear
    on water-marked regions and terrain tags.
- Replace 'id' with a number value to assign to the parallax.
  - Plugin Commands will refer to this ID for changes and removal.
- The 'Name' setting is required. Without it, no parallax will be made.
  - Replace 'filename' with the filename of the image you want to use as
    a parallax found in the game project's img/parallaxes/ folder.
  - Do not include the file extension.
- Insert as many of the optional properties as you want. You can find a list
  of them in the section below.
- WARNING: This WILL cause longer load times on larger maps.

---

VisualParallaxes Preview3.gif

<Solid Parallax id Settings>
 Name: filename
 optional property
 optional property
 optional property
</Solid Parallax id Settings>

- Used for: Map Notetags
- Creates a solid-based parallax layer for this map by default.
  - This will utilize the solid reflection properties and will only appear
    on solid-marked regions and terrain tags.
- Replace 'id' with a number value to assign to the parallax.
  - Plugin Commands will refer to this ID for changes and removal.
- The 'Name' setting is required. Without it, no parallax will be made.
  - Replace 'filename' with the filename of the image you want to use as
    a parallax found in the game project's img/parallaxes/ folder.
  - Do not include the file extension.
- Insert as many of the optional properties as you want. You can find a list
  of them in the section below.
- WARNING: This WILL cause longer load times on larger maps.

---

Optional Properties

VisualParallaxes Preview1.gif

Replace the 'optional property' segment of the notetags above with any of the text below to acquire their effects. You can add/remove as many of the optional properties as you need.

---

Horz Scroll: x
Vert Scroll: y

- This enables horizontal or vertical scrolling for the parallax.
- Replace 'x' or 'y' with a Number value to determine how fast they will
  scroll across the screen.
- Use a negative value to make them scroll the other way.
- These effects are mutually exclusive from the "Map Locked" property.

---

Map Locked

- This will cause the parallax to only scroll when the map scrolls.
- This has the same effect as naming a parallax with "!" in front of
  its filename.
- If the filename used for this parallax has "!" in front of it, the
  Map Locked effect will be automatically turned on.
- These effect is mutually exclusive from the "Horz Scroll" and
  "Vert Scroll" properties.

---

Opacity: x
Opacity: x%

- Changes the opacity level of the parallax.
- Replace 'x' with a number from 0 to 255 representing the opacity level.
- Replace 'x%' with a percentage from 0% to 100% representing the opacity.

---

Blend Mode: Normal
Blend Mode: Additive
Blend Mode: Multiply
Blend Mode: Screen

- Sets the blend mode for the icon on the parallax.
- Use only one of the above.

---

Hue: x
Hue Shift: x

- Changes the hue of the parallax to 'x' so that you don't need to create
  multiple copies of the files with different colors.
- Replace 'x' with a number value between 0 and 360.
- If the "Hue Shift" property is also used, then adjust the hue of the
  parallax each frame by 'x' amount.
  - 'x' can be positive or negative.

---

Color Tone: red, green, blue, gray

- Changes the color tone or tint of the parallax.
- Replace 'red', 'green', 'blue' with a value between -255 and 255.
- Replace 'gray' with a value between 0 and 255.

---

Region: id
Regions: id, id, id

- Forces the parallax to only become visible on tiles marked regions with a
  matching ID (alongside valid terrain tags).
- If this isn't used, then the parallax will be as large as the screen.
- Replace 'id' with a region ID between 1 and 255.
  - Region 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the parallax can appear on.
- WARNING: This WILL cause longer load times on larger maps.

---

Terrain Tag: id
Terrain Tags: id, id, id

- Forces the parallax to only become visible on tiles marked terrain tags
  with a matching ID (alongside valid regions).
- If this isn't used, then the parallax will be as large as the screen.
- Replace 'id' with a terrain tag ID between 1 and 7.
  - Terrain tag 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the parallax can appear on.
- WARNING: This WILL cause longer load times on larger maps.

---

Event Reflection-Related Notetags

VisualParallaxes Preview3.gif

---

<No Reflection>

- Used for: Event Notetags and Event Page Comment Tags
- This will cause the event to not show any reflection on reflective tiles.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Reflection-Related Notetags

VisualParallaxes Preview2.gif

In order to use reflections, you need to use tiles that are semi-transparent or fully transparent. For example, water reflections need to come from tiles that have been modified to be semi-transparent or fully transparent. If the tile is completely opaque, the reflection will not show through. This rule also applies to ground surfaces.

---

<Water Reflection Region: id>
<Water Reflection Regions: id, id, id>

<Solid Reflection Region: id>
<Solid Reflection Regions: id, id, id>

- Used for: Map Notetags
- Sets the tiles marked by the region ID's to become reflective.
- This will override the Plugin Parameter settings for this map.
  - This does not add upon them.
- Replace 'id' with a region ID between 1 and 255.
  - Region 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the parallax can appear on.
- If these tags aren't used, refer to the settings found in the Plugin
  Parameter defaults.
- WARNING: This WILL cause longer load times on larger maps.

---

<Water Reflection Terrain Tag: id>
<Water Reflection Terrain Tags: id, id, id>

<Solid Reflection Terrain Tag: id>
<Solid Reflection Terrain Tags: id, id, id>

- Used for: Map Notetags
- Sets the tiles marked by the terrain tag ID's to become reflective.
- This will override the Plugin Parameter settings for this map.
  - This does not add upon them.
- Replace 'id' with a terrain tag ID between 1 and 7.
  - Terrain Tag 0 is ignored and will not work.
- Insert multiple ID's to mark more tiles the parallax can appear on.
- If these tags aren't used, refer to the settings found in the Plugin
  Parameter defaults.
- WARNING: This WILL cause longer load times on larger maps.

---

<No Reflections>

- Used for: Map Notetags
- Disable water and map reflections on the current map.

---

<Water Reflection Top>
<Water Reflection Bottom>

<Solid Reflection Top>
<Solid Reflection Bottom>

- Used for: Map Notetags
- This will put the reflection layer either above all of the newly added
  parallaxes or below them.
  - If placed below, the reflection layer will not appear below the map
    editor's parallax layer.
  - If you change them to appear below the parallaxes, then pay attention to
    the opacity level of the parallaxes. If the parallaxes are too opaque,
    you will barely see the reflection.
- If these tags aren't used, refer to the settings found in the Plugin
  Parameter defaults.

---

<Water Reflection Blur: x>

<Solid Reflection Blur: x>

- Used for: Map Notetags
- Changes how much the water/solid tiles will blur the reflection for
  this map.
- Replace 'x' with a decimal Number value. Use a number between 0 and 1 for
  the best results.
- If these tags aren't used, refer to the settings found in the Plugin
  Parameter defaults.

---

<Water Reflection Opacity: x>
<Water Reflection Opacity: x%>

<Solid Reflection Opacity: x>
<Solid Reflection Opacity: x%>

- Used for: Map Notetags
- Changes the opacity level of the tile's reflection.
- Replace 'x' with a number from 0 to 255 representing the opacity level.
- Replace 'x%' with a percentage from 0% to 100% representing the opacity.
- If these tags aren't used, refer to the settings found in the Plugin
  Parameter defaults.

---

<Water Reflection Boundary: x>

<Water Reflection Amplitude: start, end>

<Water Reflection Wavelength: start, end>

- Used for: Map Notetags
- Requires Pixi JS Filters installed for the game project.
- These settings adjust the water reflection's ripple intensity.
- Replace Boundary's 'x' with a number value between 0 and 1.
  - Vertical position of the reflection point, default is 50% (middle)
    smaller numbers produce a larger reflection, larger numbers produce a
    smaller reflection. This also means that reflections closer to the edges
    will also have a different visual ripple effect than those towards the
    middle of the reflection.
- Replace Amplitude's 'start' and 'end' with number values representing how
  much to alter the intensity by.
  - Starting and ending amplitude of waves allows you to control the
    intensity of the reflection ripples.
  - Use larger numbers for more intensity.
- Replace Wavelength's 'start' and 'end' with number values representing the
  wave size.
  - Starting and ending wavelength values determine the size of the ripples
    for the reflection filter.
  - Use larger numbers for larger wave sizes.

---

End of List

Pages in category "Notetags (MZ)"

The following 56 pages are in this category, out of 56 total.