Difference between revisions of "Template:VisuMZ Item Amplify Skills Notetags"

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(Created page with "<noinclude>VisuMZ Item Amplify Skills Notetags</noinclude> The following are notetags that have been added through this plugin. These notetags w...")
 
 
(3 intermediate revisions by the same user not shown)
Line 5: Line 5:
 
---
 
---
  
=== Throw Skill-Related Notetags ===
+
=== Amplify-Related Notetags ===
 +
 
 +
[[File:ItemAmplify_Preview.gif]]
  
 
---
 
---
  
 
<pre>
 
<pre>
<Can Throw: x>
+
<Amplify With: x>
<Can Throw: x, x, x>
+
<Amplify With: x, x, x>
  
 
- Used for: Skill Notetags
 
- Used for: Skill Notetags
- This notetag causes the skill to be able to throw items of 'x' type.
+
- This notetag causes the skill to be able to amplify itself with items of
 +
  'x' type.
 
- Replace 'x' with text marking the type or category.
 
- Replace 'x' with text marking the type or category.
 
   - Insert more 'x' entries to add more types.
 
   - Insert more 'x' entries to add more types.
   - Use 'any' or 'all' in place of 'x' to throw any kind of item.
+
   - Use 'any' or 'all' in place of 'x' to amplify using any kind of item.
  - Use 'weapon' or 'armor' in place of 'x' to throw any weapon or armor.
+
- Types are determined by the <Amplify Type: x> or <Category: x> notetags.
- 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
 
- This cannot be used with skills that are made to be used as Active Chain
 
   Skills, Input Combo Skills, or Evolution Matrix Skills.
 
   Skills, Input Combo Skills, or Evolution Matrix Skills.
- Likewise, this cannot be used with Item Concoction and Amplify effects.
+
- Likewise, this cannot be used with Item Concoction and Throw effects.
- Throw will consume the selected item, weapon, or armor as well as pay the
+
- Amplify skills will consume the selected items as well as pay the amplify
   throw skill's cost to initiate this effect.
+
   skill's cost to initiate this effect.
 
   - Key Items, nonconsumable items, and any items with a successful proc of
 
   - Key Items, nonconsumable items, and any items with a successful proc of
     the <Throw Conserve: x%> notetag will not be consumed.
+
     the <Amplify Conserve: x%> notetag will not be consumed.
 
</pre>
 
</pre>
  
Line 32: Line 34:
  
 
<pre>
 
<pre>
<Throw Type: x>
+
<Max Amplify Times: x>
<Throw Types: x, x, x>
+
<Min Amplify Times: x>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Skill Notetags
- These are the types that are used to determine what the Item Throw skills
+
- Sets up the maximum and minimum number of items to be used for amplifying
   can throw.
+
  the skill on usage.
 +
  - The skill cannot be used if there are less than the minimum number of
 +
    items selected.
 +
  - The skill cannot select more than the maximum number of items allowed.
 +
- Replace 'x' with a number representing the maximum or minimum value of
 +
  items that this skill can use for amplifying.
 +
- If the notetag(s) are not present, then use the default values found in
 +
  the Plugin Parameters.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<Amplify Type: x>
 +
<Amplify Types: x, x, x>
 +
 
 +
- Used for: Item Notetags
 +
- These are the types that are used to determine what the Item Amplify
 +
   skills can use for amplification.
 
- Replace 'x' with text marking the type.
 
- Replace 'x' with text marking the type.
 
   - Insert more 'x' entries to add more types.
 
   - Insert more 'x' entries to add more types.
- <Category: x> will also count as a throwable type. However, this notetag
+
- <Category: x> will also count as an amplify type. However, this notetag
   will separate the throwable types from anything else that uses the
+
   will separate the amplify types from anything else that uses the
 
   <Category: x> notetag.
 
   <Category: x> notetag.
- Some types will be automatically incorporated:
+
- All items will have "Any" and "All" types.
  - 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.
 
 
</pre>
 
</pre>
  
Line 56: Line 69:
  
 
<pre>
 
<pre>
<Throw Power: x>
+
<Amplify Power: x>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- Adjusts the throw power of the item to 'x'.
+
- Adjusts the amplify power of the item to 'x'.
- Replace 'x' with a numeric value to determine its impact on the item throw
+
- Replace 'x' with a numeric value to determine its impact on the Item
   skill's damage formula.
+
   Amplify skill's damage formula.
   - The 'x' value will replace the 'power' entry in the item throw skill's
+
   - The 'x' value will replace the 'power' entry in the Item Amplify skill's
 
     damage formula.
 
     damage formula.
 
   - You can also use JavaScript in place of 'x' like the following:
 
   - You can also use JavaScript in place of 'x' like the following:
     <Throw Power: $gameVariables.value(5)>
+
     <Amplify Power: $gameVariables.value(5)>
- If this notetag is not used, then the throw power will default to a value.
+
  - The value used in the damage formula will be the combined totals of all
   - If an item, default throw power is found in the Plugin Parameters.
+
    the items selected for item amplification.
  - If a weapon or armor, default throw power is this item's ATK parameter.
+
- If this notetag is not used, then the amplify power will default to the
 +
   value found in the Plugin Parameters.
 
</pre>
 
</pre>
  
Line 74: Line 88:
  
 
<pre>
 
<pre>
<Throw Impact Animation: x>
+
<Amplify Impact Animation: x>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- Changes the impact animation of this thrown item, weapon, or armor to 'x'.
+
- Changes the impact animation of this item when amplified to 'x'.
 
- Replace 'x' with a number representing the ID of the animation you wish to
 
- Replace 'x' with a number representing the ID of the animation you wish to
 
   play as the impact animation.
 
   play as the impact animation.
Line 85: Line 99:
  
 
<pre>
 
<pre>
<Throw Conserve: x%>
+
<Amplify Conserve: x%>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is selected and thrown, there is a 'x'
+
- When this item is selected and used for amplification, there is a 'x'
 
   percent chance of it not being consumed.
 
   percent chance of it not being consumed.
- Replace 'x' with a number representing the percent chance for this item,
+
- Replace 'x' with a number representing the percent chance for this item to
   weapon, or armor to not be consumed.
+
   not be consumed.
 
   - 100% will mean it will never be consumed.
 
   - 100% will mean it will never be consumed.
- If this notetag is not used, then the item, weapon, and armor will always
+
- If this notetag is not used, then the item will always be consumed unless
  be consumed unless it is a non-consumable item set by the database.
+
  it is a non-consumable item set by the database.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Throw Properties-Related Notetags ===
+
=== Amplify Properties-Related Notetags ===
 +
 
 +
[[File:ItemAmplify_Preview.gif]]
  
 
---
 
---
  
 
<pre>
 
<pre>
<Throw Hit Rate: x%>
+
<Amplify Hit Rate: +x%>
 +
<Amplify Hit Rate: -x%>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is selected and thrown, change the hit
+
- When this item is selected and used for amplification, change the hit
   rate of the action to 'x' percent.
+
   rate of the action by '+x' or '-x' percent.
 +
  - The hit rate changes are cummulative in respect to the skill and all of
 +
    the other selected items used for amplifying the skill.
 
- Replace 'x' with a number representing the percent chance to hit the
 
- Replace 'x' with a number representing the percent chance to hit the
 
   skill target.
 
   skill target.
- If this notetag is not used, refer to the hit rate of the skill itself.
 
 
</pre>
 
</pre>
  
Line 117: Line 135:
  
 
<pre>
 
<pre>
<Throw Critical: x%>
+
<Amplify Critical: +x%>
 +
<Amplify Critical: -x%>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is selected and thrown, change the
+
- When this item is selected and used for amplification, change the critical
   critical hit rate of the action to 'x' percent.
+
   hit rate of the action by '+x' or '-x' percent.
 +
  - The critical hit rate changes are cummulative in respect to the skill
 +
    and all of the other selected items used for amplifying the skill.
 
- Replace 'x' with a number representing the percent chance to land a
 
- Replace 'x' with a number representing the percent chance to land a
 
   critical hit on the skill target.
 
   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.
 
 
</pre>
 
</pre>
  
Line 131: Line 150:
  
 
<pre>
 
<pre>
<Throw Variance: x%>
+
<Amplify Variance: +x%>
 +
<Amplify Variance: -x%>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is selected and thrown, change the damage
+
- When this item is selected and used for amplification, change the damage
   variance of the action to 'x' percent.
+
   variance of the action by '+x' or '-x' percent.
- Replace 'x' with a number representing the damage variance.
+
  - The damage variance changes are cummulative in respect to the skill
- If this notetag is not used, refer to the damage variance of the skill.
+
    and all of the other selected items used for amplifying the skill.
 +
- Replace 'x' with a number representing the damage variance changes.
 
</pre>
 
</pre>
  
Line 143: Line 164:
  
 
<pre>
 
<pre>
<Throw Ignore Guard>
+
<Amplify Ignore Guard>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is selected and thrown, ignore any damage
+
- When this item is selected and used for amplifying a skill, ignore any
   modifiers if the target is guarding.
+
   damage modifiers if the target is guarding.
 +
  - Only one of the items used to amplify the skill need to have this effect
 +
    to get the guarding bypass.
 
- If this notetag is not used, the usual damage modifiers applied if the
 
- If this notetag is not used, the usual damage modifiers applied if the
 
   target is guarding will be normally applied.
 
   target is guarding will be normally applied.
Line 154: Line 177:
 
---
 
---
  
=== Throw Effects-Related Notetags ===
+
=== Amplify Effects-Related Notetags ===
 
 
---
 
  
<pre>
+
[[File:ItemAmplify_Preview.gif]]
<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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Throw Replace Element: id>
+
<Amplify Add Element: id>
<Throw Replace Elements: id, id, id>
+
<Amplify Add Elements: id, id, id>
<Throw Replace Element: name>
+
<Amplify Add Element: name>
<Throw Replace Elements: name, name, name>
+
<Amplify Add Elements: name, name, name>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
 
- Requires VisuMZ_1_ElementStatusCore!
 
- Requires VisuMZ_1_ElementStatusCore!
- Replaces the specified element(s) to the item throw. Any element that the
+
- Adds the specified element(s) to the Item Amplify skill.
  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
 
- For 'id' variant, replace 'id' with a number representing the ID of the
   element you wish to replace with the thrown item.
+
   element you wish to add with the selected item.
 
   - Insert multiple 'id' entries to add more elements.
 
   - Insert multiple 'id' entries to add more elements.
 
- For 'name' variant, replace 'name' with the name of the element you wish
 
- For 'name' variant, replace 'name' with the name of the element you wish
   to replace with the thrown item.
+
   to add with the selected item.
 
   - Insert multiple 'name' entries to add more elements.
 
   - Insert multiple 'name' entries to add more elements.
 
</pre>
 
</pre>
Line 198: Line 203:
  
 
<pre>
 
<pre>
<Throw Add State: id>
+
<Amplify Add State: id>
<Throw Add States: id, id, id>
+
<Amplify Add States: id, id, id>
<Throw Add State: name>
+
<Amplify Add State: name>
<Throw Add States: name, name, name>
+
<Amplify Add States: name, name, name>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is thrown at the target, apply the
+
- When this item is used to amplify a skill, apply the state(s) listed in
  state(s) listed in the notetag to the target.
+
  the notetag to the target.
 
- For 'id' variant, replace 'id' with a number representing the ID of the
 
- For 'id' variant, replace 'id' with a number representing the ID of the
 
   state you wish to apply to the target.
 
   state you wish to apply to the target.
Line 217: Line 222:
  
 
<pre>
 
<pre>
<Throw Remove State: id>
+
<Amplify Remove State: id>
<Throw Remove States: id, id, id>
+
<Amplify Remove States: id, id, id>
<Throw Remove State: name>
+
<Amplify Remove State: name>
<Throw Remove States: name, name, name>
+
<Amplify Remove States: name, name, name>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is thrown at the target, remove the
+
- When this item is used to amplify a skill, remove the state(s) listed in
  state(s) listed in the notetag from the target.
+
  the notetag from the target.
 
- For 'id' variant, replace 'id' with a number representing the ID of the
 
- For 'id' variant, replace 'id' with a number representing the ID of the
 
   state you wish to remove from the target.
 
   state you wish to remove from the target.
Line 236: Line 241:
  
 
<pre>
 
<pre>
<Throw Add Buff: param For x Turns>
+
<Amplify Add Buff: param For x Turns>
<Throw Add Buff: param, param, param For x Turns>
+
<Amplify Add Buff: param, param, param For x Turns>
<Throw Add Debuff: param For x Turns>
+
<Amplify Add Debuff: param For x Turns>
<Throw Add Debuff: param, param, param For x Turns>
+
<Amplify Add Debuff: param, param, param For x Turns>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is thrown at the target, apply a buff
+
- When this item is used to amplify a skill, apply a buff or debuff to the
  or debuff to the target for the specified base parameter(s).
+
  target for the specified base parameter(s).
 
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
 
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
 
   or 'LUK' to determine the type of buff or debuff to add.
 
   or 'LUK' to determine the type of buff or debuff to add.
Line 249: Line 254:
 
   - If you want to add multiple stacks of a parameter, insert that parameter
 
   - If you want to add multiple stacks of a parameter, insert that parameter
 
     multiple times.
 
     multiple times.
     - Example: <Throw Add Debuff: DEF, DEF For 5 Turns>
+
     - Example: <Amplify Add Debuff: DEF, DEF For 5 Turns>
 
- Replace 'x' with a number representing the number of turns to set the buff
 
- Replace 'x' with a number representing the number of turns to set the buff
 
   or debuff to.
 
   or debuff to.
Line 259: Line 264:
  
 
<pre>
 
<pre>
<Throw Remove Buff: param>
+
<Amplify Remove Buff: param>
<Throw Remove Buff: param, param, param>
+
<Amplify Remove Buff: param, param, param>
<Throw Remove Debuff: param>
+
<Amplify Remove Debuff: param>
<Throw Remove Debuff: param, param, param>
+
<Amplify Remove Debuff: param, param, param>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is thrown at the target, remove a buff
+
- When this item is used to amplify a skill, remove a buff or debuff to the
  or debuff to the target for the specified base parameter(s).
+
  target for the specified base parameter(s).
 
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
 
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
 
   or 'LUK' to determine the type of buff or debuff to remove.
 
   or 'LUK' to determine the type of buff or debuff to remove.
Line 275: Line 280:
  
 
=== JavaScript Notetag: Effect-Related ===
 
=== JavaScript Notetag: Effect-Related ===
 +
 +
[[File:ItemAmplify_Preview.gif]]
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Throw Effect>
+
<JS Amplify Effect>
 
  code
 
  code
 
  code
 
  code
</JS Throw Effect>
+
</JS Amplify Effect>
  
- Used for: Item, Weapon, Armor Notetags
+
- Used for: Item Notetags
- When this item, weapon, or armor is thrown at the target, run the 'code'
+
- When this item is used to amplify a skill, run the 'code' found inside of
  found inside of the notetags.
+
  the notetags.
- The 'user' variable represents the battler throwing the item.
+
- The 'user' variable represents the battler performing the action.
- The 'target' variable represents the target the item is thrown at.
+
- The 'target' variable represents the target the action is performed at.
- The 'item' variable represents the item, weapon, or armor being thrown.
+
- The 'item' variable represents the item used to amplify the skill.
- The 'skill' variable represents the throw skill being used.
+
- The 'skill' variable represents the throw skill being amplified.
 
- This effect will occur each time it hits a target.
 
- This effect will occur each time it hits a target.
</pre>
 
 
---
 
 
=== Action Sequence-Related Notetags ===
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
</pre>
 
 
---
 
 
<pre>
 
<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.
 
 
</pre>
 
</pre>
  
 
---
 
---

Latest revision as of 15:32, 4 October 2023

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.

---

Amplify-Related Notetags

ItemAmplify Preview.gif

---

<Amplify With: x>
<Amplify With: x, x, x>

- Used for: Skill Notetags
- This notetag causes the skill to be able to amplify itself with 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 amplify using any kind of item.
- Types are determined by the <Amplify 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 Throw effects.
- Amplify skills will consume the selected items as well as pay the amplify
  skill's cost to initiate this effect.
  - Key Items, nonconsumable items, and any items with a successful proc of
    the <Amplify Conserve: x%> notetag will not be consumed.

---

<Max Amplify Times: x>
<Min Amplify Times: x>

- Used for: Skill Notetags
- Sets up the maximum and minimum number of items to be used for amplifying
  the skill on usage.
  - The skill cannot be used if there are less than the minimum number of
    items selected.
  - The skill cannot select more than the maximum number of items allowed.
- Replace 'x' with a number representing the maximum or minimum value of
  items that this skill can use for amplifying.
- If the notetag(s) are not present, then use the default values found in
  the Plugin Parameters.

---

<Amplify Type: x>
<Amplify Types: x, x, x>

- Used for: Item Notetags
- These are the types that are used to determine what the Item Amplify
  skills can use for amplification.
- Replace 'x' with text marking the type.
  - Insert more 'x' entries to add more types.
- <Category: x> will also count as an amplify type. However, this notetag
  will separate the amplify types from anything else that uses the
  <Category: x> notetag.
- All items will have "Any" and "All" types.

---

<Amplify Power: x>

- Used for: Item Notetags
- Adjusts the amplify power of the item to 'x'.
- Replace 'x' with a numeric value to determine its impact on the Item
  Amplify skill's damage formula.
  - The 'x' value will replace the 'power' entry in the Item Amplify skill's
    damage formula.
  - You can also use JavaScript in place of 'x' like the following:
    <Amplify Power: $gameVariables.value(5)>
  - The value used in the damage formula will be the combined totals of all
    the items selected for item amplification.
- If this notetag is not used, then the amplify power will default to the
  value found in the Plugin Parameters.

---

<Amplify Impact Animation: x>

- Used for: Item Notetags
- Changes the impact animation of this item when amplified to 'x'.
- Replace 'x' with a number representing the ID of the animation you wish to
  play as the impact animation.

---

<Amplify Conserve: x%>

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

---

Amplify Properties-Related Notetags

ItemAmplify Preview.gif

---

<Amplify Hit Rate: +x%>
<Amplify Hit Rate: -x%>

- Used for: Item Notetags
- When this item is selected and used for amplification, change the hit
  rate of the action by '+x' or '-x' percent.
  - The hit rate changes are cummulative in respect to the skill and all of
    the other selected items used for amplifying the skill.
- Replace 'x' with a number representing the percent chance to hit the
  skill target.

---

<Amplify Critical: +x%>
<Amplify Critical: -x%>

- Used for: Item Notetags
- When this item is selected and used for amplification, change the critical
  hit rate of the action by '+x' or '-x' percent.
  - The critical hit rate changes are cummulative in respect to the skill
    and all of the other selected items used for amplifying the skill.
- Replace 'x' with a number representing the percent chance to land a
  critical hit on the skill target.

---

<Amplify Variance: +x%>
<Amplify Variance: -x%>

- Used for: Item Notetags
- When this item is selected and used for amplification, change the damage
  variance of the action by '+x' or '-x' percent.
  - The damage variance changes are cummulative in respect to the skill
    and all of the other selected items used for amplifying the skill.
- Replace 'x' with a number representing the damage variance changes.

---

<Amplify Ignore Guard>

- Used for: Item Notetags
- When this item is selected and used for amplifying a skill, ignore any
  damage modifiers if the target is guarding.
  - Only one of the items used to amplify the skill need to have this effect
    to get the guarding bypass.
- If this notetag is not used, the usual damage modifiers applied if the
  target is guarding will be normally applied.

---

Amplify Effects-Related Notetags

ItemAmplify Preview.gif

---

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

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

---

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

- Used for: Item Notetags
- When this item is used to amplify a skill, 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.

---

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

- Used for: Item Notetags
- When this item is used to amplify a skill, 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.

---

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

- Used for: Item Notetags
- When this item is used to amplify a skill, 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: <Amplify 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.

---

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

- Used for: Item Notetags
- When this item is used to amplify a skill, 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.

---

JavaScript Notetag: Effect-Related

ItemAmplify Preview.gif

---

<JS Amplify Effect>
 code
 code
</JS Amplify Effect>

- Used for: Item Notetags
- When this item is used to amplify a skill, run the 'code' found inside of
  the notetags.
- The 'user' variable represents the battler performing the action.
- The 'target' variable represents the target the action is performed at.
- The 'item' variable represents the item used to amplify the skill.
- The 'skill' variable represents the throw skill being amplified.
- This effect will occur each time it hits a target.

---