Template:VisuMZ Item Throw Skills 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.

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Throw Skill-Related Notetags

ItemThrowSkills Preview.gif

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<Can Throw: x>
<Can Throw: x, x, x>

- Used for: Skill Notetags
- This notetag causes the skill to be able to throw items of 'x' type.
- Replace 'x' with text marking the type or category.
  - Insert more 'x' entries to add more types.
  - Use 'any' or 'all' in place of 'x' to throw any kind of item.
  - Use 'weapon' or 'armor' in place of 'x' to throw any weapon or armor.
- Types are determined by the <Throw Type: x> or <Category: x> notetags.
- This cannot be used with skills that are made to be used as Active Chain
  Skills, Input Combo Skills, or Evolution Matrix Skills.
- Likewise, this cannot be used with Item Concoction and Amplify effects.
- Throw will consume the selected item, weapon, or armor as well as pay the
  throw skill's cost to initiate this effect.
  - Key Items, nonconsumable items, and any items with a successful proc of
    the <Throw Conserve: x%> notetag will not be consumed.

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<Throw Type: x>
<Throw Types: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- These are the types that are used to determine what the Item Throw skills
  can throw.
- Replace 'x' with text marking the type.
  - Insert more 'x' entries to add more types.
- <Category: x> will also count as a throwable type. However, this notetag
  will separate the throwable types from anything else that uses the
  <Category: x> notetag.
- Some types will be automatically incorporated:
  - All items, weapons, and armors will have "Any" and "All" types.
  - "Item" and "Items" will be automatically incorporated into item types.
  - "Weapon" and "Weapons" will be automatically added into weapon types.
  - Weapon types will also have their weapon type names added.
  - "Armor" and "Armors" will be automatically added into weapon types.
  - Armor types will also have their armor type names and equip type names
    added to their throwable types.

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<Throw Power: x>

- Used for: Item, Weapon, Armor Notetags
- Adjusts the throw power of the item to 'x'.
- Replace 'x' with a numeric value to determine its impact on the item throw
  skill's damage formula.
  - The 'x' value will replace the 'power' entry in the item throw skill's
    damage formula.
  - You can also use JavaScript in place of 'x' like the following:
    <Throw Power: $gameVariables.value(5)>
- If this notetag is not used, then the throw power will default to a value.
  - If an item, default throw power is found in the Plugin Parameters.
  - If a weapon or armor, default throw power is this item's ATK parameter.

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<Throw Impact Animation: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the impact animation of this thrown item, weapon, or armor to 'x'.
- Replace 'x' with a number representing the ID of the animation you wish to
  play as the impact animation.

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<Throw Conserve: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, there is a 'x'
  percent chance of it not being consumed.
- Replace 'x' with a number representing the percent chance for this item,
  weapon, or armor to not be consumed.
  - 100% will mean it will never be consumed.
- If this notetag is not used, then the item, weapon, and armor will always
  be consumed unless it is a non-consumable item set by the database.

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Throw Properties-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Hit Rate: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the hit
  rate of the action to 'x' percent.
- Replace 'x' with a number representing the percent chance to hit the
  skill target.
- If this notetag is not used, refer to the hit rate of the skill itself.

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<Throw Critical: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the
  critical hit rate of the action to 'x' percent.
- Replace 'x' with a number representing the percent chance to land a
  critical hit on the skill target.
- If this notetag is not used, refer to the critical rate of the skill user
  or the skill if applicable.

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<Throw Variance: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the damage
  variance of the action to 'x' percent.
- Replace 'x' with a number representing the damage variance.
- If this notetag is not used, refer to the damage variance of the skill.

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<Throw Ignore Guard>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, ignore any damage
  modifiers if the target is guarding.
- If this notetag is not used, the usual damage modifiers applied if the
  target is guarding will be normally applied.

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Throw Effects-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Add Element: id>
<Throw Add Elements: id, id, id>
<Throw Add Element: name>
<Throw Add Elements: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_1_ElementStatusCore!
- Adds the specified element(s) to the item throw.
- For 'id' variant, replace 'id' with a number representing the ID of the
  element you wish to add with the thrown item.
  - Insert multiple 'id' entries to add more elements.
- For 'name' variant, replace 'name' with the name of the element you wish
  to add with the thrown item.
  - Insert multiple 'name' entries to add more elements.

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<Throw Replace Element: id>
<Throw Replace Elements: id, id, id>
<Throw Replace Element: name>
<Throw Replace Elements: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_1_ElementStatusCore!
- Replaces the specified element(s) to the item throw. Any element that the
  item throw skill had before will be replaced with the declared notetag's.
- For 'id' variant, replace 'id' with a number representing the ID of the
  element you wish to replace with the thrown item.
  - Insert multiple 'id' entries to add more elements.
- For 'name' variant, replace 'name' with the name of the element you wish
  to replace with the thrown item.
  - Insert multiple 'name' entries to add more elements.

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<Throw Add State: id>
<Throw Add States: id, id, id>
<Throw Add State: name>
<Throw Add States: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, apply the
  state(s) listed in the notetag to the target.
- For 'id' variant, replace 'id' with a number representing the ID of the
  state you wish to apply to the target.
  - Insert multiple 'id' entries to add more states.
- For 'name' variant, replace 'name' with the name of the state you wish to
  apply to the target
  - Insert multiple 'name' entries to add more states.

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<Throw Remove State: id>
<Throw Remove States: id, id, id>
<Throw Remove State: name>
<Throw Remove States: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, remove the
  state(s) listed in the notetag from the target.
- For 'id' variant, replace 'id' with a number representing the ID of the
  state you wish to remove from the target.
  - Insert multiple 'id' entries to remove more states.
- For 'name' variant, replace 'name' with the name of the state you wish to
  remove from the target
  - Insert multiple 'name' entries to remove more states.

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<Throw Add Buff: param For x Turns>
<Throw Add Buff: param, param, param For x Turns>
<Throw Add Debuff: param For x Turns>
<Throw Add Debuff: param, param, param For x Turns>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, apply a buff
  or debuff to the target for the specified base parameter(s).
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine the type of buff or debuff to add.
  - Insert multiple 'param' entries to add more buffs or debuffs.
  - If you want to add multiple stacks of a parameter, insert that parameter
    multiple times.
    - Example: <Throw Add Debuff: DEF, DEF For 5 Turns>
- Replace 'x' with a number representing the number of turns to set the buff
  or debuff to.
- Insert multiple copies of this notetag if you want to add a variety of
  buffs and/or debuffs at different turn intervals.

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<Throw Remove Buff: param>
<Throw Remove Buff: param, param, param>
<Throw Remove Debuff: param>
<Throw Remove Debuff: param, param, param>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, remove a buff
  or debuff to the target for the specified base parameter(s).
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine the type of buff or debuff to remove.
  - Insert multiple 'param' entries to remove more states.

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JavaScript Notetag: Effect-Related

ItemThrowSkills Preview.gif

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<JS Throw Effect>
 code
 code
</JS Throw Effect>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, run the 'code'
  found inside of the notetags.
- The 'user' variable represents the battler throwing the item.
- The 'target' variable represents the target the item is thrown at.
- The 'item' variable represents the item, weapon, or armor being thrown.
- The 'skill' variable represents the throw skill being used.
- This effect will occur each time it hits a target.

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Action Sequence-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Changes the action sequence's projectile icon to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the icon index of the projectile
  being thrown to the target.
- If this notetag is not used, the default icon used will be the item,
  weapon, or armor's icon.

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<Throw Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Gives the projectile 'x' frames of air time for the action sequence.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the duration in frames the
  projectile will spend flying through the air to the target.
  - 60 frames = 1 second.
- If this notetag is not used, the duration will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Auto Angle>
<No Throw Auto Angle>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Turns on/off auto angle for the action sequence.
  - Used for both custom action sequences and auto action sequences.
- If neither notetag is used, the setting will be the default value found in
  the Plugin Parameters or the Plugin Command.

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<Throw Angle Offset: +x>
<Throw Angle Offset: -x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Rotates the initial offset of the projectile icon by 'x' degrees.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the initial angle degree offset.
- If this notetag is not used, the offset will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Arc: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile's arc peak to 'x' pixels.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the arc peak in pixels.
- If this notetag is not used, the arc peak will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Hue: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's hue to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the hue of the icon.
  - Use a number between 0 and 360.
- If this notetag is not used, the hue will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Scale: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's scale to 'x' value.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the scale of the icon.
  - 0.5 is 50% scale.
  - 1.0 is 100% scale.
  - 1.5 is 150% scale.
  - 2.0 is 200% scale.
- If this notetag is not used, the scale will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Spin: +x>
<Throw Spin: -x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's spin speed to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the spin speed of the icon.
  - A positive spin speed rotates clockwise.
  - A negative spin speed rotates counterclockwise.
- This cannot be used with auto angle.
- If this notetag is not used, the spin will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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