Category:Notetags (MZ)
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Aggro Control System VisuStella MZ
- 2 Anti-Damage Barriers VisuStella MZ
- 3 Auto Skill Triggers VisuStella MZ
- 4 Battle AI VisuStella MZ
- 5 Battle Core VisuStella MZ
- 5.1 HP Gauge-Related Notetags
- 5.2 Animation-Related Notetags
- 5.3 Battleback-Related Notetags
- 5.4 Battle Command-Related Notetags
- 5.5 JavaScript Notetag: Battle Command-Related
- 5.6 Targeting-Related Notetags
- 5.7 JavaScript Notetag: Targeting-Related
- 5.8 Damage-Related Notetags
- 5.9 Critical-Related Notetags
- 5.10 JavaScript Notetags: Critical-Related
- 5.11 Life Steal-Related Notetags
- 5.12 Action Sequence-Related Notetags
- 5.13 Animated Sideview Battler-Related Notetags
- 5.14 Enemy-Related Notetags
- 5.15 JavaScript Notetags: Mechanics-Related
- 5.16 Battle Layout-Related Notetags
- 5.17 Troop Size Tags
- 5.18 Troop Comment Tags
- 6 Battle Cursor VisuStella MZ
- 7 Battle System - ATB VisuStella MZ
- 8 Battle System - BTB VisuStella MZ
- 8.1 General BTB-Related Notetags
- 8.2 BTB Turn Order Display-Related Notetags
- 8.3 Brave Points Cost-Related Notetags
- 8.4 Brave Point Manipulation-Related Notetags
- 8.5 JavaScript Notetags: Brave Point Manipulation
- 8.6 Brave Point Managment-Related Notetags
- 8.7 Multiple Action-Related Notetags
- 8.8 Action Fusion-Related Notetags
- 9 Battle System - CTB VisuStella MZ
- 10 Battle System - FTB VisuStella MZ
- 11 Battle System - OTB VisuStella MZ
- 12 Battle System - STB VisuStella MZ
- 13 Boost Action VisuStella MZ
- 14 Break Shields VisuStella MZ
- 15 Bright Effects VisuStella MZ
- 16 Class Change System VisuStella MZ
- 17 Combat Log VisuStella MZ
- 18 Common Event Menu VisuStella MZ
- 19 Core Engine VisuStella MZ
- 20 Database Inheritance VisuStella MZ
- 20.1 Everything-Related Notetags
- 20.2 Notetag Inheritance-Related Notetags
- 20.3 Basic Property Inheritance-Related Notetags
- 20.4 Damage Formula Inheritance-Related Notetags
- 20.5 Parameters Inheritance-Related Notetags
- 20.6 Enemy Action Patterns-Related Notetags
- 20.7 Trait Inheritance-Related Notetags
- 20.8 Effects Inheritance-Related Notetags
- 21 Elements and Status Menu Core VisuStella MZ
- 22 Encounter Effects VisuStella MZ
- 23 Enhanced TP System VisuStella MZ
- 24 Enemy Levels VisuStella MZ
- 24.1 Setup Enemy Level Notetags
- 24.2 JavaScript Notetags: Setup Enemy Level
- 24.3 Enemy Appearance-Related Notetags
- 24.4 Map Notetags that Determine Enemy Levels
- 24.5 JavaScript Notetags: Map Notetags that Determine Enemy Levels
- 24.6 Enemy Level Parameter Notetags
- 24.7 Enemy Level Skill Requirement Notetags
- 24.8 Enemy Level Change Notetags
- 24.9 JavaScript Notetags: Enemy Level Change
- 25 Equipment Set Bonuses VisuStella MZ
- 26 Events and Movement Core VisuStella MZ
- 27 Extra Enemy Drops VisuStella MZ
- 28 Horror Effects VisuStella MZ
- 29 Items and Equips Core VisuStella MZ
- 30 Item Crafting System VisuStella MZ
- 30.1 General Notetags
- 30.2 Proxy Notetags
- 30.3 Switch-Related Notetags
- 30.4 Masking-Related Notetags
- 30.5 JavaScript Notetag: Effect-Related
- 30.6 Crafting Animation-Related Notetags
- 30.7 Crafting Common Event Notetags
- 30.8 Crafting Common Event Requirement-Related Notetags
- 30.9 Batch-Related Notetags
- 31 Life State Effects VisuStella MZ
- 32 Limited Skill Uses VisuStella MZ
- 33 Main Menu Core VisuStella MZ
- 34 New Game Plus VisuStella MZ
- 35 Proximity Compass VisuStella MZ
- 36 Quest Journal System VisuStella MZ
- 37 Skill Cooldowns VisuStella MZ
- 38 Skill Learn System VisuStella MZ
- 38.1 Ability Points-Related Notetags
- 38.2 Skill Points-Related Notetags
- 38.3 Learnable Skills-Related Notetags
- 38.4 Skill Learn Cost-Related Notetags
- 38.5 JavaScript Notetags: Skill Costs
- 38.6 Show Condition-Related Notetags
- 38.7 JavaScript Notetags: Show Conditions
- 38.8 Require Condition-Related Notetags
- 38.9 JavaScript Notetags: Requirement Conditions
- 38.10 Animation-Related Notetags
- 38.11 JavaScript Notetags: On Learning Conditions
- 39 Skills and States Core VisuStella MZ
- 39.1 General Skill Notetags
- 39.2 Skill Cost Notetags
- 39.3 JavaScript Notetags: Skill Costs
- 39.4 Gauge Replacement Notetags
- 39.5 Item Cost-Related Notetags
- 39.6 Skill Accessibility Notetags
- 39.7 JavaScript Notetags: Skill Accessibility
- 39.8 General State-Related Notetags
- 39.9 JavaScript Notetags: On Add/Erase/Expire
- 39.10 JavaScript Notetags: Slip Damage/Healing
- 39.11 Passive State Notetags
- 39.12 JavaScript Notetags: Passive State
- 40 State Tooltips VisuStella MZ
- 41 Steal Items VisuStella MZ
- 42 Victory Aftermath VisuStella MZ
- 43 Visual Item Inventory VisuStella MZ
- 44 Visual State Effects VisuStella MZ
- 45 Weakness Display VisuStella MZ
- 46 Weapon Animation VisuStella MZ
- 47 Weapon Swap System VisuStella MZ
- 48 Weapon Unleash VisuStella MZ
- 49 Visual Fogs VisuStella MZ
- 50 Visual Parallaxes VisuStella MZ
- 51 End of List
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 MZThe 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 NotetagsThe 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. - States with <Provoke> on them will automatically remove themselves if the provoker dies. Update made by Arisu. --- <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--- <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--- <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--- <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 MZThe 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--- <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--- <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--- <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--- <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--- <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--- <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 MZThe 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--- <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 MZThe 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 NotetagsThese 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.). --- <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. --- <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. --- <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 NotetagsInsert 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. --- <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 ListReplace '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* JavaScript cannot be used without comparison operators to reduce error. This means if you want to check if a switch is on or not, don't simply use "$gameSwitches.value(42)" as it does not have any comparison operators. Instead, use "$gameSwitches.value(42) === true" to check. *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 NotetagsYou 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 MZThe 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 NotetagsThe 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 NotetagsThe 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 NotetagsYou 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 NotetagsYou 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-RelatedThe 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 NotetagsThe 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. - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - 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. - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - 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. - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - Replace 'x' with a number value representing the number of random targets. --- <Target: All Allies But User> - Used for: Skill, Item Notetags - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - Targets all allies with the exception of the user. --- <Target: Ally or Enemy> - Used for: Skill, Item Notetags - Allows the player to target allies or enemies with the skill/item. - Keep in mind this does NOT allow you to select dead party members. - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - Target selection emphasis will go to allies first. - Ignored when used by enemies and will be treated as an ally scope. - Auto-battle actors will also treat this action as an ally scope. - For certain battle layouts in frontview, this will open the Actor Select window in order for Touch Input to be able to select actors. --- <Target: Enemy or Ally> - Used for: Skill, Item Notetags - Allows the player to target enemies or allies with the skill/item. - Keep in mind this does NOT allow you to select dead party members. - This will overwrite the existing database scope and ignore the database's existing scope in favor of this. - Target selection emphasis will go to enemies first. - Ignored when used by enemies and will be treated as an enemy scope. - Auto-battle actors will also treat this action as an enemy scope. - For certain battle layouts in frontview, this will open the Actor Select window in order for Touch Input to be able to select actors. --- <Single or Multiple Select> - Used for: Skill, Item Notetags - Requires an original scope that can select individual targets. - This will allow the skill/item to be able to select either single targets or multiple targets at once. - In order to select "all enemies", the player must press the "Page Up" keyboard button or the visual on screen "All Enemies" button. - In order to select "all allies", the player must press the "Page Down" keyboard button or the visual on screen "All Allies" button. - Those wondering why this isn't regulated to a command left or right of the enemies and actors is because mouse controls and touch controls would not be able to select all enemies or all allies that way. - This can NOT be used with single dead ally scopes. - If there is an enemy with Taunt or Provoke, the option to select "All Enemies" does not become possible. - The enemy AI and Auto-Battle actor AI will NOT make use of the ability to toggle between single and multiple target scopes. They will only use the single target versions of these skills. --- <Disperse Damage> - Used for: Skill, Item Notetags - This will cause any damage dealt by this skill to be split equally amongst all targets of the skill including repeats. - For basic attacks, any damage reduction added attack trait totals will by reverted. - This does NOT have to be used with <Single or Multiple Select> notetag and can be used by itself for an "All" scope, making the skill/item deal less damage if there's more enemies and more damage if there's less enemies. --- <Cannot Target User> - Used for: Skill, Item Notetags - This will cause the action to be unable to select the user as the target. - This is not a targeting scope. Instead, it is used in addition to any other targeting scopes out there. - When used with "All" scopes, the user is removed from the target pool. - This is also applied outside of battle. - If the user somehow enters the target pool, the user is then replaced by a random ally found in the party. --- JavaScript Notetag: Targeting-Related--- <JS Accuracy> code code rate = code; </JS Accuracy> - Used for: Skill, Item Notetags - Only applies during battle. - The 'rate' variable is the final returned amount to determine the accuracy hit success rate. - Base value comes from Game_Action.itemHit - Skill/Item <JS Accuracy> runs - Then <JS Accuracy as User/Target> notetags run - Replace 'code' with JavaScript code to determine the final 'rate' to be returned as the accuracy hit success rate. - The 'user' variable represents the one using the skill/item. - The 'target' variable represents the one receiving the skill/item hit. - Works best with VisuMZ Core Engine's "Improved Accuracy" QoL formula in order to consolidate both HIT and EVA. --- <JS Accuracy as User> code code rate = code; </JS Accuracy as User> <JS Accuracy as Target> code code rate = code; </JS Accuracy as Target> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Only applies during battle. - The 'rate' variable is the final returned amount to determine the accuracy hit success rate. - Base value comes from Game_Action.itemHit - Skill/Item <JS Accuracy> runs - Then <JS Accuracy as User/Target> notetags run - 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 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--- <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 NotetagsThe 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-RelatedThe 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 Rate as User> code code rate = code; </JS Critical Rate as User> <JS Critical Rate as Target> code code rate = code; </JS Critical Rate as Target> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Only applies during battle. - The 'rate' variable is the final returned amount to determine the critical hit success rate. - Base value comes from Game_Action.itemCri - Skill/Item <JS Critical Rate> runs - Then <JS Critical Rate as User/Target> notetags run - Replace 'code' with JavaScript code to determine the final 'rate' to be returned as the critical hit success rate. - 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 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. --- Life Steal-Related Notetags--- <HP Life Steal: x%> <MP Life Steal: x%> - Used for: Skill, Item Notetags - Causes this skill/item to have Life Steal properties, allowing the user to take x% of the HP/MP Damage as recovered HP/MP. - HP Life Steal can only take HP from dealt HP damage. - MP Life Steal can only take MP from dealt MP damage. - Replace 'x' with a number representing the percentage of the dealt damage used as HP/MP recovery. - This cannot be used with skills/items with HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- <HP Life Steal Certain Hit: +x%> <HP Life Steal Physical Hit: +x%> <HP Life Steal Magical Hit: +x%> <HP Life Steal Certain Hit: -x%> <HP Life Steal Physical Hit: -x%> <HP Life Steal Magical Hit: -x%> <MP Life Steal Certain Hit: +x%> <MP Life Steal Physical Hit: +x%> <MP Life Steal Magical Hit: +x%> <MP Life Steal Certain Hit: -x%> <MP Life Steal Physical Hit: -x%> <MP Life Steal Magical Hit: -x%> - Used for: Used for: Actor, Class, Armor, Enemy, State Notetags - The related battler's various trait properties can have passive life steal properties that will trigger upon using skills/items with matching hit types regardless of whether or not the skill/item innately has Life Steal. - Notetag variants with "Certain Hit" will only trigger from "Certain Hit" skill and item types. Same with "Physical" and "Magical" variants. - HP Life Steal can only take HP from dealt HP damage. - MP Life Steal can only take HP from dealt MP damage. - Replace 'x' with a number representing the additive stacking percentage boost of the dealt damage used as HP/MP recovery. The effects will stack additively with other trait objects. - This cannot be used with skills/items with HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- <Cancel Life Steal> <Cancel HP Life Steal> <Cancel MP Life Steal> - Used for: Skill, Item Notetags - Prevents this skill from allowing Life Steal effects to occur including the passive life steal calculators from the skill/item user. - This does not affect HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- <Guard Life Steal> <Guard HP Life Steal> <Guard MP Life Steal> - Used for: Used for: Actor, Class, Armor, Enemy, State Notetags - If the related battler becomes the target of Life Steal, this will prevent the Life Steal effects from taking effect. - This does not affect HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- <Disarm Life Steal> <Disarm HP Life Steal> <Disarm MP Life Steal> - Used for: Used for: Actor, Class, Armor, Enemy, State Notetags - Makes the related battler unable to HP/MP Life Steal regardless of the skill/item and its related properties like equipment. - This does not prevent skills/items with innate Life Steal from being used. Only the Life Steal part of the skill/item will have no effect. - This does not affect HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- <Negative Life Steal> <Negative HP Life Steal> <Negative MP Life Steal> - Used for: Used for: Actor, Class, Armor, Enemy, State Notetags - If the related battler becomes the target of Life Steal, this will invert the healing properties of Life Steal, causing the Life Steal user to instead take HP/MP damage. - This does NOT heal the target related battler. - This does not prevent skills/items with innate Life Steal from being used. Only the Life Steal part of the skill/item will have no effect. - This does not affect HP Drain/MP Drain. Life Steal is a different mechanic from HP Drain/MP Drain. --- Action Sequence-Related NotetagsAction 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. --- <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. By default, this setting is set to false. Please be aware of the changes you've made to your game before using it. --- <Bypass Auto Action Sequence> - Used for: Skill, Item Notetags - This notetag is used for the game devs that have the Action Sequence Plugin Parameter "Auto Notetag" on for applying <Custom Action Sequence> to everything. - This will allow items and skills to be able to launch their common events from the menu scene regardless of the inherent restriction to prevent action sequence based skills/items with common events from launching. - Ignore this if you have "Auto Notetag" disabled or set to false. By default, this setting is set to false. Please be aware of the changes you've made to your game before using it. --- <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. --- <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 NotetagsEnemies 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. - This does NOT change the image size. This only changes the HITBOX size. --- <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. --- <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-RelatedThese 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 NotetagsThese 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'. - Those with VisuMZ_3_FrontviewBattleUI can use 'frontview'. - Those with VisuMZ_3_SideviewBattleUI can use 'sideview'. - 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. --- Troop Size Tags--- <Extend: x> <Extend: x, x, x> - Used for: Troop Name Tags and Troop Comment Tags - Adds enemies from another troop to the current troop. - Enemies from another troop will retain their database positions. - Replace 'x' with the ID of the database troop entry you wish to add enemy members from. - Insert multiple x's to add from more troops. - Extended troop members will be added in the order they're listed. - Be cautious of how many enemies you add as too many will lag the battle system. We are not responsible for frame drops due to this. --- Troop Comment TagsPlace these tags inside of a comment found in a troop page's event list. --- <Once Parallel When Start Battle> - Used for: Troop Page Comment Tags - Causes the troop page to immediately load the moment the battle scene begins to fade in (not after it fades in). This is faster than a turn 0 condition troop page. Troop page conditions are ignored. - This can be used for things like the Action Sequence Camera plugin, the Visual Battle Environment plugin, and/or initial battle poses and such in order to provide a near seamless battle transition experience. - This does NOT trigger when coming out of the options menu or party menu. - This WILL trigger when going from battle to battle nonstop via plugins like VisuStella MZ's Chain Battles. - When actors are moving towards their home positions, it will take around 30 frames by default. Use this information however you like. --- Battle Cursor VisuStella MZThe 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--- <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--- <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--- <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 MZThe 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 NotetagsThese 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 NotetagsThese 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 NotetagsThese 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 ManipulationThe 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 MZThe 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 NotetagsThese 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 NotetagsThese 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 NotetagsThe 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 NotetagsThe 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 ManipulationThe 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 NotetagsThe 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 NotetagsThese 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 NotetagsFor 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 MZThe 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 NotetagsThese 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 NotetagsThese 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 NotetagsThese 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 ManipulationThe 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 - FTB VisuStella MZThe 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 NotetagsThese 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--- <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 MZThe 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 NotetagsThese 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 NotetagsThese 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--- <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. --- Action-Related Notetags--- <OTB User Add Current Turn Actions: x> <OTB User Add Next Turn Actions: x> - Used for: Skill, Item Notetags - Adds extra actions for the user to perform during the current/next turn. - Added actions will go towards the back of the action list. - Multi-hit skills/items will trigger this effect multiple times. - Replace 'x' with a number representing the amount of actions to add. --- <OTB Target Add Current Turn Actions: x> <OTB Target Add Next Turn Actions: x> - Used for: Skill, Item Notetags - Adds extra actions for the target to perform during the current/next turn. - Added actions will go towards the back of the action list. - Multi-hit skills/items will trigger this effect multiple times. - Replace 'x' with a number representing the amount of actions to add. --- Turn Order Manipulation-Related Notetags--- <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 MZThe 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 NotetagsThese 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 NotetagsThese 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--- <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--- <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 MZThe 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--- <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--- <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 NotetagsThe 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 Sealed> - 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 MZThe 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--- <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--- <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--- <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 MZThe 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 --- Blur-Related Notetags--- <Blur: x> - Used for: Map Notetags and Troop Names - Changes the blur strength used for the screen to 'x'. - Replace 'x' with a number representing the blur strength. For best results, use numbers between 0 and 5 where 0 is no blur and higher numbers mean higher blur strength. --- 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 --- Tilt Shift Notetags--- <Tilt Shift Pixel Blur: x> - Used for: Map Notetags and Troop Names - Adjusts the tilt shift filter's pixel blur amount for the map/battle. - Replace 'x' with a number to represent the blur intensity. - Lower = less blur - Higher = more blur --- <Tilt Shift Gradient Blur: x> - Used for: Map Notetags and Troop Names - Adjusts the tilt shift filter's gradient blur amount for the map/battle. - Replace 'x' with a number to represent the gradient blur distance. - Lower = less gradient - Higher = more gradient --- Class Change System VisuStella MZThe 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--- <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--- <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--- <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--- <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--- <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--- <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 MZThe 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--- <Bypass Combat Log> - Used for: State Notetags - Insert this notetag inside a state to make its state messages ignored. --- Common Event Menu VisuStella MZComment TagsThe 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--- <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--- <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--- <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: VisibilityThe 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--- <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: EnableThe 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. --- Core Engine VisuStella MZThe 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-Related NotetagsParameter 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-Related NotetagsAs 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-Related NotetagsEnemies 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-Related NotetagsAnimations 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. --- <Rate: x> - Used for: MV Animation Name Tags - Allows you to adjust the update for this MV Animation. - Does NOT work with Effekseer animations. - The lower the number, the faster. - Replace 'x' with a number representing the animation update rate. - Default rate: 4. - Minimum rate: 1. - Maximum rate: 10. --- Quality of Life-Related NotetagsBy 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. --- <Scroll Lock X> <Scroll Lock Y> - Used for: Map Notetags - Will prevent the map from being able to scroll left/right(x) or up/down(y) if these notetags are present. - Useful for when maps are just slightly smaller than normal and the tiny scrolling is distracting. - This will use the display nudge setting found in the Plugin Parameters. - This setting will be disabled if the map is zoomed in. --- <Scroll Lock X: x> <Scroll Lock Y: y> - Used for: Map Notetags - Will prevent the map from being able to scroll left/right(x) or up/down(y) if these notetags are present and will nudge the map camera slightly. - Useful for when maps are just slightly smaller than normal and the tiny scrolling is distracting. - Replace 'x' and 'y' with numbers between 0 and 1 to represent how much is being judged. - For example, for a 1280x720 resolution, a 27 tile wide map will benefit from a nudge of 0.15625. Play with these numbers to determine the best value for your maps. - This setting will be disabled if the map is zoomed in. --- Basic, X, and S Parameters-Related NotetagsA 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 ParametersThe 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 NotetagsThese 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. --- <Grid> <Battle Grid> <No Grid> <No Battle Grid> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Requires VisuMZ_2_BattleGridSystem! - Changes the battle system to utilize the Battle Grid System or not. - 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. - If none of these notetags or comment tags are found, refer to the default settings found in the Plugin Parameters. --- Database Inheritance VisuStella MZThe 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--- <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--- <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--- <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--- <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--- <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--- <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--- <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--- <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 MZThe 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 NotetagsThe 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. --- <Element Pierce: x> <Element Pierce: x,x,x> <Element Pierce: name> <Element Pierce: name, name, name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Gives the unit the ability to attack with the element and bypass any kinds of damage immunities, reflections, and absorptions. - Actions can still miss or be countered, however. - If an action has multiple elements, as long as one element has pierce, the action will go through. - 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. --- <Element Pierce> - Used for: Skill, Item Notetags - Makes this skill/item bypass any kinds of damage immunities, reflections, and absorptions. - Action can still miss or be countered, however. --- JavaScript Notetags: Element-RelatedThe 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 NotetagsTrait 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> --- <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. --- <Damage VS name Trait: x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will perform 'x%' damage versus any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all damage types will be multiplied by 'x%' versus targets with 'name' trait sets (any of them). - This notetag does not affect healing. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' with a number representing a percentage value to augment damage by. - Use multiple notetags to affect multiple trait types. If multiple effects manage to stack, they will stack multiplicatively. --- <Healing VS name Trait: x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will perform 'x%' heals versus any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all heal types will be multiplied by 'x%' versus targets with 'name' trait sets (any of them). - This notetag does not affect damage. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' with a number representing a percentage value to augment heals by. - Use multiple notetags to affect multiple trait types. If multiple effects manage to stack, they will stack multiplicatively. --- <Accuracy VS name Trait: x%> <Accuracy VS name Trait: +x%> <Accuracy VS name Trait: -x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will have 'x%', '+x%', or '-x%' accuracy against any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all actions will have 'x%', '+x%', or '-x%' accuracy against any targets with 'name' trait sets (any of them). - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' respectively for percentile or additive/subtractive values. - 'x%' means an action with an accuracy rate of 20% will be (20% * x%). - '+x%' means an action with an accuracy rate of 20% will be (20% + x%). - '-x%' means an action with an accuracy rate of 20% will be (20% - x%). - Multiple 'x%' notetags will stack multiplicatively. - Multiple '+x' and '-x' notetags will stack additively. --- <Critical VS name Trait: x%> <Critical VS name Trait: +x%> <Critical VS name Trait: -x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will have 'x%', '+x%', or '-x%' crtical rate against any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all actions will have 'x%', '+x%', or '-x%' crtical rate against any targets with 'name' trait sets (any of them). - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' respectively for percentile or additive/subtractive values. - 'x%' means an action with a critical rate of 20% will be (20% * x%). - '+x%' means an action with a critical rate of 20% will be (20% + x%). - '-x%' means an action with a critical rate of 20% will be (20% - x%). - Multiple 'x%' notetags will stack multiplicatively. - Multiple '+x' and '-x' notetags will stack additively. --- Actor Biography NotetagThe 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 MZThe 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--- <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). --- <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--- <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--- <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. --- <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. --- <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 MZThe 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 NotetagsThese 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 NotetagsThese 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 MZThe 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 NotetagsThese 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 LevelThe 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 NotetagsThese 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 LevelsThe 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 LevelsThe 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 NotetagsThe 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 NotetagsThese 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 ChangeThe 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 MZThe 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--- <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--- <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 MZThe 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 NotetagsThe 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. --- <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. --- <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. --- <Map Load Common Event: x> <Map Load Common Events: x, x, x> - Used for: Map Notetags - When this map is loaded, run the specified Common Events once available. - Does NOT trigger if you transfer to a different part of the same map. - Replace 'x' with a number representing the ID of the Common Event you wish to reserve and run once ready. --- <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. --- <Hide Player> <Show Player> - Used for: Map Notetags - Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map. - These settings will take priority over the event commands. - If the player sprite is hidden, so are the player's followers. - If the player sprite is visible, the player's followers will still depend on their settings. - These notetags are mutually exclusive from each other. --- <Hide Followers> <Show Followers> - Used for: Map Notetags - Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map. - These settings will take priority over the event commands. - These notetags are mutually exclusive from each other. --- Page Comment TagsThe 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. --- 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 NotetagsThe 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. --- <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. --- <Activation Square: x> <Activation Circle: x> <Activation Delta: 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. - Circle: A circle-shaped range with the event at the center. - Delta: 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. --- <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. - If '0' is used for the Map ID, reference the current map. - 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. --- <Custom Z: x> - Used for: Event Notetags and Event Page Comment Tags - Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap. - For reference from rmmz_core.js: - 0 : Lower tiles - 1 : Lower characters - 3 : Normal characters - 4 : Upper tiles - 5 : Upper characters - 6 : Airship shadow - 7 : Balloon - 8 : Animation - 9 : Destination - You can use numbers below 0 and above 9. - Values under 0 go below the tilemap. - Values above 9 go above everything else on the tilemap. - These values do NOT go below or above other screen objects that are NOT attached to the tilemap layer such as parallaxes or weather or windows because that's simply not how z-axis work with sprite layers. --- <Encounter Half Square: x> <Encounter Half Circle: x> <Encounter Half Delta: x> <Encounter Half Row: x> <Encounter Half Column: x> - Used for: Event Notetags and Event Page Comment Tags - If the player is within the 'x' area effect of this event, the random encounter rate will be halved. - Replace 'x' with a number stating the range in tiles. - Square: A square-shaped range with the event at the center. - Circle: A circle-shaped range with the event at the center. - Delta: 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. Script Call Check: $isTileEncounterHalf(x, y) - This can be used to check if a certain map tile (x, y) has an encounter rate halving effect on it. - Returns a boolean (true or false) when used. --- <Encounter None Square: x> <Encounter None Circle: x> <Encounter None Delta: x> <Encounter None Row: x> <Encounter None Column: x> - Used for: Event Notetags and Event Page Comment Tags - If the player is within the 'x' area effect of this event, the random encounter rate will be suppressed completely. - Replace 'x' with a number stating the range in tiles. - Square: A square-shaped range with the event at the center. - Circle: A circle-shaped range with the event at the center. - Delta: 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. Script Call Check: $isTileEncounterNone(x, y) - This can be used to check if a certain map tile (x, y) has an encounter rate suppression effect on it. - Returns a boolean (true or false) when used. --- <Erase if Encounter Half> <Erase if Encounter None> - Used for: Event Notetags ONLY - Automatically erase this event if the player's party has an encounter half or encounter none effect, or if the event has spawned in an encounter half or encounter none area. - This check only occurs in two situations: when the map is first loaded after being teleported into or when the player leaves a menu and returns back to the map. - Events that have been erased due to this effect will NOT return even if the encounter half/none effect is removed while the player is still on the map. The event will return if the player exits the map and comes back. --- <Exit Reset Self Data> - Used for: Event Notetags ONLY - When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset. --- <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. --- <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. --- <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 text codes are used, avoid text codes that use < and > wrappers. - 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. - You can use text codes with < and > wrappers. - 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. --- <Label Hue Shift: +x> <Label Hue Shift: -x> - Used for: Event Notetags and Event Page Comment Tags - Changes the hue of the event label by +x or -x every frame. - Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels. - Use labels with text codes that add color to them like '\C[4]text' - This only works with the sprite version of event labels and does not work with the legacy version. --- <Mirror Sprite> - Used for: Event Notetags and Event Page Comment Tags - The event sprite's visual appearance is mirrored. --- <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. --- <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. --- <Move Synch Distance Opacity: x> - Used for: Event Notetags and Event Page Comment Tags - Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent. - Replace 'x' with a number representing the opacity change per pixel distance away. 'x' can use decimal values like 1.05 and 1.5. --- <Picture Filename: filename> - Used for: Event Notetags and Event Page Comment Tags - Applies a picture graphic from the /img/pictures/ folder of your project. - This graphic will be on top of the character sprite but below the event icon sprite. - The picture priority will be the same as the event's priority. - If it is "below characters", the player can walk on top of it. - If it is "above characters", the player will behind it. - If it is "same as characters", the priority will be based on the current relative Y position. This also means, if the picture is big enough, it can clip into the top of tree tiles and such. - Replace 'filename' with a filename from the game project's /img/pictures/ folder. This is case sensitive. Do NOT include the file extension. - 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. --- <Picture Max Size: x> <Picture Scale: y%> - Used for: Event Notetags and Event Page Comment Tags - Used with <Picture Filename: filename> notetag. - If the "Max Size" or "Scale" supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for "Max Size" or the "Scale" ratio. - Both the "Max Size" and "Scale" notetags require the "Filename" notetag. - Replace 'x' with a number value representing the exact pixel size for the "Max Size" notetag. - Replace 'y' with a number value representing the scale on which to shrink or enlarge the picture. 100% is normal size. 50% is half size. 200% is double size. - 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. --- <Picture Offset X: +x> <Picture Offset X: -x> <Picture Offset Y: +x> <Picture Offset Y: -x> <Picture Offset: +x, +y> <Picture Offset: -x, -y> - Used for: Event Notetags and Event Page Comment Tags - Used with <Picture Filename: filename> notetag. - Offsets the X and Y position of the event picture relative to the event sprite's own position. - 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. --- <Picture Wait Frames: x> - Used for: Event Notetags and Event Page Comment Tags - Used with <Picture Filename: filename> notetag. - Requires VisuMZ_4_AnimatedPictures! - "Wait Frames" is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes. - Replace 'x' with a number representing the amount of frames to wait inbetween frame changes. - 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. --- <Playtest> - Used for: Event Notetags. - This does NOT work when it's in the Event Page Comment Tags. - If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on. --- <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. --- <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. --- <Scale: x%> <Scale X: x%> <Scale Y: y%> - Used for: Event Notetags and Event Page Comment Tags - Changes the scale of the sprite to the designated size. - For <Scale: x%> variant: replace 'x' with a number representing the scaling overall percentage to be used. - For <Scale X: x%> variant, replace 'x' with a number representing the x factor for the horizontal scaling percentage to be used. - For <Scale Y: y%> variant, replace 'y' with a number representing the y factor for the vertical scaling percentage to 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. --- <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 MZThe 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 NotetagsThe 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 NotetagsConditional 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 ListReplace '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: DropsThe 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 NotetagsFor 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. --- Horror Effects VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Battle Plugin Commands--- Battle: Clear All Filters - Clear all Horror Effects filters on the main battle screen. --- Battle: Color Effect Create - Creates the color effect on the main battle screen. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Battle: Color Effect Remove - Removes the color effect 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--- Map: Clear All Filters - Clear all Horror Effects filters on the main map screen. --- Map: Color Effect Create - Creates the color effect on the main map screen. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Map: Color Effect Remove - Removes the color effect 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--- 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: Color Effect Create - Creates the color 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. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Event: Color Effect Remove - Removes the color 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: 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--- 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: Color Effect Create - Creates the color 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. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Picture: Color Effect Remove - Removes the color 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: 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--- 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: Color Effect Create - Creates the color effect on the target actor(s). Actor ID(s): - The ID of the actor to create the horror effects for. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Actor: Color Effect Remove - Removes the color effect on the target actor(s). Actor ID(s): - The ID of the actor to the horror effect 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--- 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: Color Effect Create - Creates the color 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. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Party: Color Effect Remove - Removes the color 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: 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--- 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: Color Effect Create - Creates the color effect on the target enemy(ies). Party ID(s): - The index of the party member to create the horror effects for. - Index values start at 0. Type: - Select the Color Effect type. - Normal, Bizarro, BlackAndWhite, Browni, Desaturate, Greyscale, Kodachrome, LSD, Negative, Polaroid, Predator, Sepia, Technicolor, and Vintage --- Enemy: Color Effect Remove - Removes the color 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: 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 MZThe 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. GeneralThese 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. --- <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. --- <Conserve: x%> - Used for: Item - Gives the item a percent chance when used to not consume the item. - Replace 'x' with a number representing the percent chance to successfully conserve the item. - If an item cannot be consumed, conserve chance will be 100% regardless. --- Item Accessibility NotetagsThe 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 AccessibilityThe 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 NotetagsThe 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. --- <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. --- <Party Artifact> <Troop Artifact> <Stackable Party Artifact> <Stackable Troop Artifact> - Used for: Armor - This armor cannot be equipped at all. However, by simply being in the party's inventory, its parameter bonuses and traits will be applied globally throughout the whole party or troop (depending on the notetag). - Add both notetags to affect both groups. - The normal versions of the notetag is only applied once regardless of the number of copies are found in the party's inventory. - The stackable versions of the notetag will have the bonuses and traits stacked multiple times relative to the number of copies found in the party's inventory. - This item will NOT be added during the setup phase for Battle Tests. - If you want to add the item, do it manually. --- <Equip For Class Only: x> <Equip For Classes Only: x, x, x> <Equip For Class Only: name> <Equip For Classes Only: name, name, name> - Used for: Weapon, Armor Notetags - This piece of equipment can only be worn by members with 'x' as the main class. If there are multiple classes listed, at least one of them need to be the actor's main class. - Replace 'x' with a number representing the ID of the class required. - For the 'name' variant, replace 'name' with the name of the required class the actor needs to have in order to equip this object. --- <Equip Requirements> requirement requirement requirement </Equip Requirements> - Used for: Weapon, Armor Notetags - Defines a requirement(s) for the actor to meet in order for the equip item to be equippable. - Failure to meet these requirements will cause the equipment to unequip automatically. - Keep in mind that in some cases, this will not happen immediately. Things like switches will require the actor to meet its cache clear in order to trigger the automatic unequip. - Some ways to trigger a cache clear would be to change the actor's HP/MP, or adding and then removing a state for the actor (preferrably an unused state that has no real effect). - Replace 'requirement' with one of the settings bellow: - Add multiple 'requirement' lines for more requirements. Requirements: param > x param >= x param === x param <= x param < x - Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. - This will make the piece of equipment require the actor's base parameter to be greater than (>), greater than or equal to (>=), equal to (===), less than or equal to (<=), or less than (<). - This is NOT the value for the total parameter, only the base parameter. - The base parameter is calculated by the user's class parameter value and any bonuses received through permanent stat increases. learned skill: x learned skill: name - This will make the piece of equipment require the actor to have learned skill 'x'. - If 'name' is used, priority will be given to the skill with the highest ID in the database. - The actor needs to have LEARNED the skill. This means that if you have added a skill to the actor's kit through a trait, it will not count. switch: x - This will require switch X to be on. - If it isn't, the piece of equipment cannot be worn. - Insert multiple of these to add more switches that are are required to be on. ***NOTE 1*** There is no "class: x" for these equip requirements. Instead, use the <Equip For Class Only: x> notetags. ***NOTE 2*** For those wondering where "unique only" is, that does not exist in this plugin. Instead, use the <Equip Copy Limit: x> notetag listed above. Example A: <Equip Requirements> level >= 20 </Equip Requirements> - Requires the user to be at least level 20 in order to equip. Example B: <Equip Requirements> atk >= 50 def <= 50 </Equip Requirements> - Requires the user have at least 50 base ATK to equip. - Requires the user to be under 50 base DEF to equip. --- <Added EType: x> <Added ETypes: x, x, x> - Used for: Armor Notetags - This is for armors only and does NOT work with weapons! - Allows a piece of armor to belong to multiple ETypes. This means a glove can be equipped as "Armgear" or as an "Accessory" if you so choose. - Replace 'x' with a number representing the ID of the EType you wish to add to the list of ETypes. - Insert multiple 'x' entries to add more than one EType ID. --- <Cursed> - Used for: Weapon, Armor Notetags - If this weapon or armor is equipped, it cannot manually be removed by the player until it is purified. - To remove it, it must be done by event commands, script calls, or through the Purify-related Plugin Commands provided by this plugin. - Once purified, the weapon or armor will become unequipped unless it has a purify transformation. - If the newly transformed weapon/armor is equippable, it will remain in the actor's equipment slots. - If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed in order to allow free weapon swapping. Weaponry will not be cursed if VisuMZ_2_WeaponSwapSystem is installed. --- <Purify Transform: id> <Purify Transform: name> - Used for: Weapon, Armor Notetags - If this notetag is present on a <Cursed> weapon or armor, then upon the actor receiving purification, the weapon or armor will transform into a different item. - Replace 'id' with a number representing the transformed weapon/armor's ID. - Replace 'name' with text representing the transformed weapon/armor's name. - Weapons can only transform into weapons. - Armors can only transform into armors. --- JavaScript Notetags: EquipmentThe following are notetags made for users with JavaScript knowledge to adjust the parameter through code. --- <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 NotetagsThe 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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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 NotetagsThese 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. --- <Buy Turn On Switch: x> <Buy Turn On Switches: x, x, x> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is bought in the shop scene, turn on the switch(es) 'x'. - Replace 'x' with a number representing the ID of the switch to turn on. - Insert multiple 'x' values to turn on multiple switches upon buying. --- <Buy Turn Off Switch: x> <Buy Turn Off Switches: x, x, x> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is bought in the shop scene, turn off the switch(es) 'x'. - Replace 'x' with a number representing the ID of the switch to turn off. - Insert multiple 'x' values to turn off multiple switches upon buying. --- <Sell Turn On Switch: x> <Sell Turn On Switches: x, x, x> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is sold in the shop scene, turn on the switch(es) 'x'. - Replace 'x' with a number representing the ID of the switch to turn on. - Insert multiple 'x' values to turn on multiple switches upon selling. --- <Sell Turn Off Switch: x> <Sell Turn Off Switches: x, x, x> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is sold in the shop scene, turn off the switch(es) 'x'. - Replace 'x' with a number representing the ID of the switch to turn off. - Insert multiple 'x' values to turn off multiple switches upon selling. --- JavaScript Notetags: Shop MenuThe 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 MZThe 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 NotetagsThese 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. --- Proxy Notetags--- <Proxy: id> <Proxy: name> - Used for: Item, Weapon, Armor Notetags - REQUIRES the most up to date VisuMZ Items and Equips Core! - Turns this item, weapon, or armor into a proxy for another item, allowing you to create recipes with different ingredients in <Crafting Ingredients> notetag contents and yield the same item. - The proxy item itself will take on the name, icon, and description of the original item it is supposed to represent. - No other properties are carried over from the original. - When viewed through the Window_ShopStatus window, the contents will reference the original item and not the proxy item. - Proxy items themselves cannot be acquired. This includes event commands, item drops, or equips. - When crafted, the item yielded won't be the proxy item but the item it is a proxy for. - Replace 'id' with a number representing the item, weapon, or armor ID of the same item type. If the proxy is an item, this will reference an item. If the proxy is a weapon, this will reference a weapon. Same for armors. - Replace 'name' with text representing the item, weapon, or armor's name. The referenced item needs to be the same item type as the proxy. Item for item, weapon for weapon, armor for armor. --- Switch-Related NotetagsThese 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 NotetagsThese 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-RelatedThe 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 NotetagsThese 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. --- Crafting Common Event NotetagsRequires: --- <Once Craft Common Event: id> <Repeat Craft Common Event: id> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_2_ShopCommonEvents! - This will cause a specific Common Event to launch when crafted. - Replace 'id' with a number representing the ID of the Common Event that you wish to launch upon this item being crafted. - The "Once" notetag variant will only occur once when crafted. - Any subsequent purchases of the item will not launch the Common Event. - The "Repeat" notetag variant will occur repeatedly when crafted. - 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 switch requirement notetags need to be met in order for either notetag to have any effect. - Use the Plugin Command "Scene: Common Event Return" to return back to the last Item Crafting scene. --- Crafting Common Event Requirement-Related NotetagsRequires: --- <Once Craft Common Event Switch: id> <Once Craft Common Event All Switches: id, id, id> <Once Craft Common Event Any Switches: id, id, id> <Repeat Craft Common Event Switch: id> <Repeat Craft Common Event All Switches: id, id, id> <Repeat Craft Common Event Any Switches: id, id, id> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_2_ShopCommonEvents! - Requires the respective Craft 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 variants. - "Repeat" variant will only affect the "Repeat" notetag 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. --- Batch-Related Notetags
--- <Craft Batch> listing listing listing </Craft Batch> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ShopBatches! - Creates a list of items, weapons, and armors that the player will gain when this batch object is crafted. - This also means that in addition to this notetag, the notetag for <Crafting Ingredients> is also needed. - This item will also not be masked. - Proxy items, weapons, or armors cannot be listed and will be bypassed. - This item, weapon, or armor cannot be crafted if all of the listed items, weapons, or armors are at max quantity within the party's inventory. - The listed items will NOT utilize any on craft effects for the individual listed items themselves. - Replace 'listing' with any of the listing types found below: Item id Item name Weapon id Weapon name Armor id Armor name Item id: quantity Item name: quantity Weapon id: quantity Weapon name: quantity Armor id: quantity Armor name: quantity - Replace 'id' with a number representing the ID of the item, weapon, or armor that is to be listed. - Replace 'name' with the associated item, weapon, or armor's name. - Replace 'quantity' with a number representing the number of items, weapons, or armors that will be acquired when the batch item is crafted. - If the variant without 'quantity' is used, quantity will default to 1. Examples: --- <Craft Batch> Item Potion: 10 Item Super Potion: 5 Weapon Short Sword: 3 Weapon Long Sword: 2 Armor Linen Clothing: 4 Armor Cloth Armor: 3 </Craft Batch> --- <Craft Batch> Item 7: 10 Item 8: 5 Weapon 1: 3 Weapon 2: 2 Armor 2: 4 Armor 8: 3 </Craft Batch> --- --- Life State Effects VisuStella MZThe 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--- <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. --- <Doom> - Used for: State Notetags - When this state expires naturally (without direct removal), kill the affected battler. --- Trait-Object Effects--- <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. --- <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. --- <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. --- <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. - If the battler is the target of an elemental attack and the battler would absorb that element, the target will bypass the undead effect and recovers HP instead. Now your zombies can absorb "Darkness" elements. --- <Allow Undead Regen> - Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags - If an undead battler gets affected by a trait object (such as a state) with this notetag, then HP Regeneration will no longer damage the undead enemy but instead, heal it. --- Enemy-Only Effects--- <Death Transform> name: weight name: weight name: weight </Death Transform> - Used for: Enemy Notetags - Upon death, the enemy will transform into another enemy with full HP/MP. - Replace 'name' with the name of the enemy to transform into. - 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: <Death Transform> Slime </Death Transform> <Death Transform> Slime: 75 Goblin: 25 </Death Transform> <Death Transform> Slime: 10 Goblin </Death Transform> <Death Transform> Slime Goblin </Death Transform> --- Limited Skill Uses VisuStella MZThe 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--- <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--- <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--- <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. - This effect will only trigger once per action even if there are multiple hits as long as it successfully hits one target. - 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. - This effect will trigger with each successful hit against its target. - 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--- <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 MZThe 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<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 MZThe 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--- <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 MZThe 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 Tags--- <Hide Compass> - Used for: Map Notetags - Place this notetag inside maps where you don't want the compass to show. --- <Hide Minimap> - Used for: Map Notetags - Place this notetag inside maps where you don't want the minimap to show. - The compass, however, can show by itself. - However, if the compass does not show, neither will the minimap. --- <Minimap Image: filename> - Used for: Map Notetags - Place this notetag inside maps that you want to use custom minimaps for instead of the rendered passability map created by the plugin. - This image will appear in both the compass's minimap and the toggled large minimap. - This will remove any blend modes used by the large minimap to keep color consistency in line with the compass. - 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. - If the compass does not show, neither will the minimap. --- <Explorable> - Used for: Map Notetags - Place this notetag inside maps that you want to be explorable. - The explorable portion will only appear with the toggled "large" minimap. - This has no effect on maps where the compass does not show. - This overrides the "Default Explorable?" Plugin Parameter settings. --- <Already Explored> - Used for: Map Notetags - Place this notetag inside maps that you want to be already explored. - The whole map will be visible from the getgo when viewing the "large" version of the minimap. - This has no effect on maps where the compass does not show. - This overrides the "Default Explorable?" Plugin Parameter settings. --- Event Notetags and Comment Tags--- <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. --- <Minimap Icon: x> - Used for: Event Notetags and Event Page Comment Tags - This icon will only appear if there is no designated compass icon AND will ONLY appear on the large minimap. - If <Compass Icon: x> is used, then <Compass Icon: x> will take priority. - This is primarily used to mark NPC locations. - This will override the setting found in the Plugin Parameters. - Minimap icons will appear a different size (by default smaller) than events with <Compass Icon: x>. --- <Hide Minimap Icon> - Used for: Event Notetags and Event Page Comment Tags - Makes it so that it will not show an icon while on the minimap. - If <Compass Icon: x> is used, then <Compass Icon: x> will take priority. - This is primarily used to hide event locations that would be marked by default due to the Plugin Parameters. - This will override the setting found in the Plugin Parameters. --- Quest Journal System VisuStella MZThe 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--- <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--- <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--- <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. --- Skill Cooldowns VisuStella MZThe 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 NotetagsThe 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. --- <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-OnlyThe following are notetags made for users with JavaScript knowledge to give skills dynamic cooldown or warmup durations. --- <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. --- <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 TraitsThese 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. --- <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. --- <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 ActionsThe 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. --- <Clear User Cooldowns> <Clear Target Cooldowns> - Used for: Skill, Item Notetags - Clears all cooldowns for the user/target. --- <Clear User Warmups> <Clear Target Warmups> - Used for: Skill, Item Notetags - Clears all warmups for the user/target. --- <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. --- <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 MZThe 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--- <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--- <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--- <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--- <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 CostsThe 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--- <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 ConditionsThe 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--- <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 ConditionsThe 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--- <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 ConditionsThe 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 MZThe 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 NotetagsThe 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 NotetagsThe 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 - The related actor will raise/lower the cost of any skill that uses the 'type' cost by a specified amount. - 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 rate 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 CostsThe 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 NotetagsCertain 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. --- <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. --- Item Cost-Related Notetags--- <Item Cost: x name> <Weapon Cost: x name> <Armor Cost: x name> - Used for: Skill Notetags - The skill will consume items, weapons, and/or armors in order to be used. - Even non-consumable items will be consumed. - Replace 'x' with a number representing the respective item cost. - Replace 'name' with text representing the respective item, weapon, or armor to be consumed. - Insert multiples of this notetag to consume multiple items, weapons, and/or armors. - Functionality for these notetags can be altered in the Plugin Parameters. Examples: <Item Cost: 5 Magic Water> <Item Cost: 2 Antidote> <Weapon Cost: 1 Short Sword> <Armor Cost: 3 Cloth Armor> --- <Item Cost Max: x name> <Item Cost Min: x name> <Weapon Cost Max: x name> <Weapon Cost Min: x name> <Armor Cost Max: x name> <Armor Cost Min: x name> - Used for: Skill Notetags - Sets up a maximum/minimum cost for the item, weapon, armor type costs. - Replace 'x' with a number representing the maximum or minimum cost. - Replace 'name' with text representing the respective item, weapon, or armor to be consumed. Examples: <Item Cost Max: 10 Magic Water> <Item Cost Min: 2 Antidote> <Weapon Cost Max: 3 Short Sword> <Armor Cost Min: 1 Cloth Armor> --- <Item Cost: +x name> <Item Cost: -x name> <Weapon Cost: +x name> <Weapon Cost: -x name> <Armor Cost: +x name> <Armor Cost: -x name> <Item Cost: x% name> <Weapon Cost: x% name> <Armor Cost: x% name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - The related actor will raise/lower the item, weapon, and/or armor costs of any skill that costs those items, weapons, and/or armors by x%. - For % notetag variant: Replace 'x' with a number value to determine the rate to adjust the Skill Cost Type by as a rate 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. - Replace 'name' with text representing the respective item, weapon, or armor to be consumed. - Insert multiples of this notetag to consume multiple items, weapons, and/or armors. - Functionality for these notetags can be altered in the Plugin Parameters. Examples: <Item Cost: +1 Magic Water> <Item Cost: -2 Antidote> <Weapon Cost: 50% Short Sword> <Armor Cost: 200% Cloth Armor> --- <Replace Item name1 Cost: name2> <Replace Weapon name1 Cost: name2> <Replace Armor name1 Cost: name2> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - The related actor will not consume 'name1' items, weapons, or armors. Instead, the cost will be redirected to 'name2' items, weapons, or armors. - Even non-consumable items will be consumed. - Replace 'name1' with text representing the respective item, weapon, or armor that is the original cost type. - Replace 'name2' with text representing the respective item, weapon, or armor that will be consumed instead. Examples: <Replace Item Magic Water Cost: Potion> <Replace Item Antidote Cost: Dispel Herb> <Replace Weapon Short Sword Cost: Falchion> <Replace Armor Cloth Armor Cost: Leather Armor> --- Skill Accessibility NotetagsSometimes, 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. --- <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. --- <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. --- <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 AccessibilityThe following are notetags made for users with JavaScript knowledge to determine if a skill can be accessible visibly or through usage. --- <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. --- General State-Related NotetagsThe 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. --- <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. --- <No Recover All Clear> - Used for: State Notetags - Prevents this state from being cleared upon using the Recover All command. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <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. --- <Remove Other x States> - Used for: State Notetags - When the state with this notetag is added, remove other 'x' category states from the battler (except for the state being added). - Replace 'x' with a category name to remove from. - Insert multiples of this to remove different types of categories. - Useful for thing state types like stances and forms that there is usually only one active at a time. --- <Hide State Turns> - Used for: State Notetags - Hides the state turns from being shown at all. - This will by pass any Plugin Parameter settings. --- <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. --- <Max Turns: x> - Used for: State Notetags - Determines the upper limit on the maximum number of turns for this state. - Replace 'x' with a number representing the maximum number of turns used for this state. - If no notetag is used, refer to the default setting found in the Plugin Parameters under "State Settings". --- <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. --- <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. --- <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. --- JavaScript Notetags: On Add/Erase/ExpireUsing JavaScript code, you can use create custom effects that occur when a state has bee added, erased, or expired. --- <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. --- <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. --- JavaScript Notetags: Slip Damage/HealingSlip Damage, in RPG Maker vocabulary, refers to damage over time. The following notetags allow you to perform custom slip damage/healing. --- <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. --- Passive State NotetagsPassive 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.
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. --- 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. --- 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. --- 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. --- 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. --- <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. --- <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. --- <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. --- <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. --- <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 StateThe 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. --- State Tooltips VisuStella MZThe 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. --- Description-Related Notetags--- <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. --- Steal Items VisuStella MZThe 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. --- Steal Action-Related NotetagsThe following are notetags that are used to place on skills/items that you want to have stealing properties for. --- <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. --- <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-RelatedThe 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 NotetagsThe 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 NotetagsThe 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 MZThe 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. --- <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. --- <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 MZThe 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--- <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 MZThe 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 NotetagsThe following notetags are made for states. --- <Hide State Popup> - Used for: State Notetags - Don't display any of the popups for this state. --- <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. --- <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. --- <Custom Overlay: filename> - Used for: State Notetags - For those who don't want to use the img/system/ folder's "States" image file and want something custom, this notetag will do exactly that. - Custom state overlays will follow similar dimensions to the original States image: - Pixel Width: 768 - Pixel Height: 96 - Total Frames: 8 - If you want to use different sizes, we recommend you look into Effekseer custom animations with the <Repeat Animation: x> notetag instead. - Replace 'filename' with the filename of the image you want to use as a state overlay found in the game project's img/system/ folder. - Do not include the file extension. --- <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. --- <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. --- <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. --- <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. --- <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--- <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 NotetagsThe 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 MZThe 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--- <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 MZThe 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--- <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 --- <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> --- <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 --- <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. --- State Attack Animation-Related Notetags--- <Attack Animation: x> <Weapon Animation: x> - Used for: State Notetags - When the battler attacks while having a state with this notetag, the battler's attack animation will be changed to 'x'. - This can be used for things like a "Burning Weapon" state that turns the attack animation into a flame attack instead of the normal attack. - This only applies when a skill/item's animation is set to "Normal Attack". - Replace 'x' with a number representing the animation's ID. - If a battler is affected by multiple states with these notetags, then the state with the highest priority number will have its effect take place. - There are no differences between the notetags. They both achieve the same functionality. <Weapon Animation: x> happens to be a legacy notetag carried from YEP's library. --- Weapon Swap System VisuStella MZThe 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--- <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 MZThe 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 NotetagsThe 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-RelatedThe 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 NotetagsSkill 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-RelatedThe 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 MZThe 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--- <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 PropertiesReplace 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 --- 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 MZThe 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--- <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. --- <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. --- <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 PropertiesReplace 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--- <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 NotetagsIn 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 104 pages are in this category, out of 104 total.
A
B
- Battle AI VisuStella MZ
- Battle Command - Talk VisuStella MZ
- Battle Core VisuStella MZ
- Battle Cursor VisuStella MZ
- Battle Grid System VisuStella MZ
- Battle System - ATB VisuStella MZ
- Battle System - BTB VisuStella MZ
- Battle System - CTB VisuStella MZ
- Battle System - ETB VisuStella MZ
- Battle System - FTB VisuStella MZ
- Battle System - OTB VisuStella MZ
- Battle System - PTB VisuStella MZ
- Battle System - STB VisuStella MZ
- Battle Voices VisuStella MZ
- Bestiary VisuStella MZ
- Boost Action VisuStella MZ
- Break Shields VisuStella MZ
- Bright Effects VisuStella MZ
- Button Common Events VisuStella MZ
- Button Trigger Events VisuStella MZ
C
D
E
- Elements and Status Menu Core VisuStella MZ
- Encounter Effects VisuStella MZ
- Enemy Levels VisuStella MZ
- Enhanced TP System VisuStella MZ
- Equip Battle Skills VisuStella MZ
- Equip Medal System VisuStella MZ
- Equip Passive System VisuStella MZ
- Equipment Set Bonuses VisuStella MZ
- Event Chain Reactions VisuStella MZ
- Event Signals VisuStella MZ
- Events and Movement Core VisuStella MZ
- Evolution Matrix Skills VisuStella MZ
- Extra Enemy Drops VisuStella MZ
F
I
M
S
- Shop Batches VisuStella MZ
- Shop Common Events VisuStella MZ
- Shop Listing Unlock VisuStella MZ
- Skill Containers VisuStella MZ
- Skill Cooldowns VisuStella MZ
- Skill Learn System VisuStella MZ
- Skill Mastery VisuStella MZ
- Skill Shop VisuStella MZ
- Skill Stealer VisuStella MZ
- Skills and States Core VisuStella MZ
- State Tooltips VisuStella MZ
- Steal Items VisuStella MZ