Template:VisuMZ Aggro Control System Notetags

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

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.

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<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.

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<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.

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<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.

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<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.

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Taunt-Related Notetags

AggroControlSystem Taunt.gif

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<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.

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<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.

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<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.

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<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.

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Aggro-Related Notetags

AggroControlSystem Aggro.png

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<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.

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<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.

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<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.

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<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.

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<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.

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<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.

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<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.

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JavaScript Notetags: Aggro-Related

AggroControlSystem Aggro.png

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<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.

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<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.

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