Template:VisuMZ Battle System BTB Notetags
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.
---
Contents
- 1 General BTB-Related Notetags
- 2 BTB Turn Order Display-Related Notetags
- 3 Brave Points Cost-Related Notetags
- 4 Brave Point Manipulation-Related Notetags
- 5 JavaScript Notetags: Brave Point Manipulation
- 6 Brave Point Managment-Related Notetags
- 7 Multiple Action-Related Notetags
- 8 Action Fusion-Related Notetags
General BTB-Related Notetags
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
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
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
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
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
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
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
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.
---