Difference between revisions of "Category:Notetags (MV)"

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Line 1,156: Line 1,156:
 
- Runs common event 'x' if the card is found in your library during End
 
- Runs common event 'x' if the card is found in your library during End
 
Phase. The common event will run after the JavaScript runs.
 
Phase. The common event will run after the JavaScript runs.
 +
</pre>
 +
 +
== [[Core Engine (YEP)|Core Engine]] ==
 +
 +
<pre>
 +
Actor Notetag
 +
  <Initial Level: x>
 +
  Changes the actor's initial level to x. This allows you to bypass the
 +
  editor's level 99 limit.
 +
 +
  <Max Level: x>
 +
  Changes the actor's max level to x. This allows you to bypass the editor's
 +
  level 99 limit.
 +
 +
Class Skill Learn Notetag
 +
  <Learn at Level: x>
 +
  When placed inside a class's "Skills to Learn" notetag, this will cause
 +
  the class to learn the skill at level x.
 +
 +
Item, Weapon, Armor Notetags
 +
  <Price: x>
 +
  Changes the price of the item to x. This notetag allows you to bypass the
 +
  editor's 999,999 gold cost limit.
 +
 +
  <Max Item: x>
 +
  This changes the maximum amount of the item to x.
 +
 +
Weapon and Armor Notetags
 +
  <stat: +x>
 +
  <stat: -x>
 +
  Allows the piece of weapon or armor to gain or lose x amount of stat.
 +
  Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
 +
  "luk" to alter that specific stat. This allows the piece of equipment
 +
  to go past the editor's default limitation so long as the maximum value
 +
  allows for it.
 +
 +
Enemy Notetag
 +
  <Gold: x>
 +
  Changes the gold drop value of enemies to x. This notetag allows you to
 +
  bypass the editor's 9,999,999 gold drop limit.
 +
 +
  <stat: x>
 +
  This changes the enemy's stat to x amount. Replace "stat" with "hp",
 +
  "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
 +
  specific stat. This allows the piece of equipment to go past the
 +
  editor's default limitation.
 +
 +
  <exp: x>
 +
  This changes the enemy's exp given out to x amount. This allows the
 +
  enemy give out more exp than the editor's default 9,999,999 limit.
 
</pre>
 
</pre>

Revision as of 13:20, 26 June 2019

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


Action Cutin

Actor, Actor, and Enemy Notetags

If you are using these notetags for actors and classes, priority will be given to the actor notetags before given to the class notetags.

<Action Cutin Picture: filename>
Changes this actor/enemy's cutin to use that of a picture.
- Replace 'filename' with the filename of a graphic in img/pictures/
- The filename is case sensitive!
 
<Action Cutin Face: filename, index>
Changes this actor/enemy's cutin to use that of a face graphic.
- Replace 'filename' with the filename of a graphic in img/faces/
- The filename is case sensitive!
- Replace 'index' with a number indicating the cell of the graphic.
- Index starts from 0 and counts upwards.
 
<Action Cutin SV: filename, index>
Changes this actor/enemy's cutin to use that of a SV Actor graphic.
- Replace 'filename' with the filename of a graphic in img/sv_actors/
- The filename is case sensitive!
- Replace 'index' with a number indicating the cell of the graphic.
- Index starts from 0 and counts upwards.
 
<Action Cutin Battler: filename>
<Action Cutin Battler: filename, hue>
Changes this actor/enemy's cutin to use that of a battler graphic.
- Replace 'filename' with the filename of a graphic in either img/enemies/ or img/sv_enemies/ depending on if your game is front view or sideview.
- Replace 'hue' with a numeric value between (0 to 360) representing hue.
 
<Action Cutin Scale: n>
Changes the actor/enemy's cutin graphic's scale.
- Replace 'n' with a numeric value to represent scale.
- 1.0 is 100%. 0.5 is 50%. 2.25 is 225%.
 
<Action Cutin Offset X: +n>
<Action Cutin Offset X: -n>
<Action Cutin Offset Y: +n>
<Action Cutin Offset Y: -n>
Changes the actor/enemy's cutin graphic's offset position for X and Y.
- Replace 'n' with a numeric value in pixels to alter the x/y offset.
 
<Action Cutin Anti-Alias>
<Action Cutin No Anti-Alias>
Changes the anti-alias settings for the cutin graphic.
Skill and Item Notetags

<Action Cutin>
<No Action Cutin>
Changes whether or not this skill/item will have an action cutin or not. This will bypass the settings in the Plugin Parameters.
<Action Cutin Image: filename>
Changes the speedline graphic behind the face cutin to a different image.
- Replace 'filename' with the filename of a graphic in img/pictures/
- The filename is case sensitive!
 
<Action Cutin Hue: n>
Changes the hue of the speedline graphic behind the face cutin.
- Replace 'n' with a numeric value between (0 to 360) representing hue.
<Action Cutin Blend Mode: Normal>
<Action Cutin Blend Mode: Additive>
<Action Cutin Blend Mode: Multiply>
<Action Cutin Blend Mode: Screen>
Changes the blend mode of the speedline graphic behind the face cutin.
 
<Action Cutin Border Thickness: n>
Changes the thickness of the borders for the action cutin.
- Replace 'n' with a numeric value in pixels to represent border thickness.
 
<Action Cutin Border Color: color>
Changes the color of the borders for the action cutin.
- Replace 'color' with the name of a color or a hex code representing color.
 
<Action Cutin Screen X: n>
<Action Cutin Screen Y: n>
Changes the speedline graphic's screen X and Y positions.
- Replace 'n' with a numeric value representing their coordinates.
- The X position will be the far left of the speedlines graphic.
- The Y position will be the middle of the speedlines graphic.
 
<Action Cutin Shift Distance X: n>
<Action Cutin Shift Distance Y: n>
Changes how far the face shifts from side to side.
- Replace 'n' with a numeric value representing the distance in pixels.
<Action Cutin Shift Frames: n>
Changes the duration of the shift.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Flash>
<Action Cutin No Flash>
Changes whether or not the screen flash is enabled or disabled.
 
<Action Cutin Flash Color: red, green, blue, intensity>
Changes the color of the screen flash.
- Replace 'red' with a numeric value (0 to 255).
- Replace 'green' with a numeric value (0 to 255).
- Replace 'blue' with a numeric value (0 to 255).
- Replace 'intensity' with a numeric value (0 to 255).
 
<Action Cutin Flash Duration: n>
Changes the duration of the screen flash.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Shake>
<Action Cutin No Shake>
Changes whether or not the screen shake is enabled or disabled.
 
<Action Cutin Shake Power: n>
Changes the power of the screen shake.
- Replace 'n' with a numeric value representing the shake power.
 
<Action Cutin Shake Speed: n>
Changes the speed of the screen speed.
- Replace 'n' with a numeric value representing the shake speed.
 
<Action Cutin Shake Duration: n>
Changes the duration of the screen shake.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Sound>
<Action Cutin No Sound>
Changes whether or not a sound is played when this action cutin occurs.
 
<Action Cutin Sound Filename: filename>
Changes the sound played for the sound effect.
- Replace 'filename' with the filename of a sound in audio/se/
- The filename is case sensitive!
 
<Action Cutin Sound Volume: n>
Changes the volume of the sound effect played.
- Replace 'n' with a numeric value representing the volume.
 
<Action Cutin Sound Pitch: n>
Changes the pitch of the sound effect played.
- Replace 'n' with a numeric value representing the pitch.
 
<Action Cutin Sound Pan: n>
Changes the pan of the sound effect played.
- Replace 'n' with a numeric value representing the pan.
- Negative for left.
- Positive for right.
 
<Action Cutin Duration: n>
Changes the duration of the action cutin.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Opacity Speed: n>
Changes the rate at which the action cutin fades in and out.
- Replace 'n' with a numeric value representing the change.
- Lower numbers are slower.
- Higher numbers are faster.
 
<Action Cutin Forced Scale: n>
Forces the face graphic of the battler to be scaled a certain value.
- Replace 'n' with a numeric value to represent scale.
- 1.0 is 100%. 0.5 is 50%. 2.25 is 225%.
 
<Action Cutin Forced Anti-Alias>
<Action Cutin Forced No Anti-Alias>
Forces the face graphic of the battler to use anti-alias or not.
 
<Action Cutin Forced Offset X: +n>
<Action Cutin Forced Offset X: -n>
<Action Cutin Forced Offset Y: +n>
<Action Cutin Forced Offset Y: -n>
Forces the actor/enemy's cutin graphic's offset position for X and Y.
- Replace 'n' with a numeric value in pixels to alter the x/y offset.

Action Sequence Fast Forward/Skip

<Cannot Fast Forward>
<Cannot Skip Forward>
- Prevents this specific item/skill from being able to Fast Forward or Skip Forward. Possible reasons on why you want to use such a notetag on such an item/skill could be that this is an item that involves button inputs, or displays data on screen (like a Scan) that you don't want the player to miss out on.
 
<Fast Forward Speed: x>
- Replace x with a number above 1. This is how fast the Fast Forward function will occur for this particular item/skill. To be used with longer action sequences. *See Note*
 
<Skip Forward Speed: x>
- Replace x with a number above 1. This is how much Skip Forward will speed through the action sequence at. To be used with longer action sequences. *See Note*

Note: Making the speed too high will have possible unforeseen consequences that the plugin cannot foresee nor fix. This is because the fast forward and skip functions function off a macroscale that speeds up the game's update frequency. This does not take into consideration the game's delta time since that's impossible to do without causing other problems. It is your own due diligence as a game developer to find the right speeds for each item/skill that won't break the system.

Card Game Core

Card Notetags

<Card Art: foldername, filename>
<Card Art: foldername, filename, hue>
- Replace 'foldername' with the img/folder's name (case sensitive)
- Replace 'filename' with the graphic's filename (case sensitive)
- (Optional) Replace 'hue' with a number between 0 and 360 for the hue. If
you don't use this option, it will default to 0.
- Example: <Card Art: sv_enemies, Dragon, 100>

<Card Dragonbones: armature>
- If you are running KELYEP_DragonBones, you can use DB armatures for the
card art instead. Replace 'armature' with the name of the armature you wish
load onto this card. The armature is automatically loaded upon game start.
This is case sensitive.

<Card Dragonbones Animation: animationName>
- Replace 'animationName' with the name of the animation used by the DB
armature. The animation name is case sensitive.
<Card Art Offset: +x, +y>
<Card Art Offset: -x, -y>
- Replace 'x' and 'y' with numeric values to determine the horizontal and
vertical offset for the art graphic from the center.
<Card Art Scale: x>
- Replace 'x' with a number to determine the scaling value of the art.
1.0 is 100%. 0.5 is 50%. 2.5 is 250%.

<Card Art Cells: ColxRow>
- Use this notetag only if you plan on using a sprite sheet.
- Replace 'Col' with the number of cell columns the sprite sheet has.
- Replace 'Row' with the number of cell rows the sprite sheet has.
- Otherwise, if this notetag is unused, the art will be treated as a
normal full-sized image.
<Cell Art Cell Index: x>
- Use this only if you plan on using a sprite sheet.
- Replace 'x' with the index number of the cell starting from 0.
- Otherwise, if this notetag is unused, the index cell will default to 0.
<Card Name: name>
- Replace 'name' with the text that you wish to appear on the card.
<Card Element: name>
- Replace 'name' with the element this card associates with. This will also
determine the Card Template plugin parameter this card uses. If this notetag
is not used, the element will default to 'None'. If you wish to use a custom
card template after defining the element, use <Card Template: x>.
<Card Level: x>
- Replace 'x' with this card's level. This is a numeric value.
<Card Power: x>
- Replace 'x' with this card's power. This is a numeric value.
<Card Health: x>
- Replace 'x' with this card's health. This is a numeric value. This does
not appear on cards by default unless you alter the settings in the Card
Templates plugin parameters to let it show.

<Card Template: name>
- Replace 'name' with the name of the Card Template you wish for this card
to use in place of the default one determined by its element.
<Card Rarity: x>
- Replace 'x' with a number representing the card's rarity. This is used to
determine the aura of the card and where it stands in the card pool when
opening booster packs.

<Card Parallax BG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/
to be used as this card's parallax background. This is case sensitive.
- This is an optional notetag. Not all cards need parallax backgrounds.
<Card Parallax BG Speed: +x, +y>
<Card Parallax BG Speed: -x, -y>
- Replace 'x' and 'y' with numeric values determining the parallax's scroll
speed for this card.
<Card Parallax BG Opacity: x>
- Replace 'x' with a number value between 0 and 255 to determine the opacity
level of the parallax background.
<Card Parallax BG Blend Mode: Normal>
<Card Parallax BG Blend Mode: Additive>
<Card Parallax BG Blend Mode: Multiply>
<Card Parallax BG Blend Mode: Screen>
- Determines which blend mode you wish to use for the parallax background.
You can only pick one of the above.

<Card Holo BG: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as this card's hologram background. This is case sensitive.
- This is an optional notetag. Not all cards need holographic backgrounds.
<Card Holo BG Speed: x>
- Replace 'x' with a numeric value determine how fast the holographic hue
shifts each frame.
<Card Holo BG Opacity: x>
- Replace 'x' with a numeric value between 0 and 255 to determine the
holographic background's opacity.
<Card Holo BG Blend Mode: Normal>
<Card Holo BG Blend Mode: Additive>
<Card Holo BG Blend Mode: Multiply>
<Card Holo BG Blend Mode: Screen>
- Determines which blend mode you wish to use for the holographic background.
You can only pick one of the above.

<Card Parallax FG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/
to be used as this card's parallax foreground. This is case sensitive.
- This is an optional notetag. Not all cards need parallax foregrounds.
<Card Parallax FG Speed: +x, +y>
<Card Parallax FG Speed: -x, -y>
- Replace 'x' and 'y' with numeric values determining the parallax's scroll
speed for this card.
<Card Parallax FG Opacity: x>
- Replace 'x' with a number value between 0 and 255 to determine the opacity
level of the parallax foreground.
<Card Parallax FG Blend Mode: Normal>
<Card Parallax FG Blend Mode: Additive>
<Card Parallax FG Blend Mode: Multiply>
<Card Parallax FG Blend Mode: Screen>
- Determines which blend mode you wish to use for the parallax foreground.
You can only pick one of the above.

<Card Holo FG: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as this card's hologram foreground. This is case sensitive.
- This is an optional notetag. Not all cards need holographic foregrounds.
<Card Holo FG Speed: x>
- Replace 'x' with a numeric value determine how fast the holographic hue
shifts each frame.
<Card Holo FG Opacity: x>
- Replace 'x' with a numeric value between 0 and 255 to determine the
holographic foreground's opacity.
<Card Holo FG Blend Mode: Normal>
<Card Holo FG Blend Mode: Additive>
<Card Holo FG Blend Mode: Multiply>
<Card Holo FG Blend Mode: Screen>
- Determines which blend mode you wish to use for the holographic foreground.
You can only pick one of the above.
<Card Text>
Line 1
Line 2
Line 3
Line 4
</Card Text>
- Replace lines 1 through 4 with text you wish to appear in the card's text
box. If you do not use this notetag, the text will use the card's database
item's description text instead.
<Card Text Scale: x>
- Replace 'x' with a number determining the scale of the text size.
<Not a Card>
- If you want to mark something as <Not a Card>, it won't appear in the
card pool of booster packs even if the number gets listed. It also won't be
registered as a card. This is only to be used in situations where a database
item got flagged incorrectly by the plugin as a card, when it isn't one.
Booster Notetags

<Booster Art: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as the art for this booster pack. If you do not use this notetag, the
art will default to the one defined in the Plugin Parameters.

<Booster BG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/ to
be used as the background art shown when opening a booster pack during a full
booster animation sequence. If you do not use this notetag, the graphic used
will default to the one defined in the Plugin Parameters.

<Booster Rarities: x>
<Booster Rarities: x, x, x>
<Booster Rarities: x, x, x, x, x>
- Replace 'x' with numbers from 0 to whatever your highest rarity is.
- Use any number of x's you want in the notetag.
- This determines the rarity pools used when opening this booster pack.
- Use multiples of this notetag to have more variety in the booster pack
contents there can be. When this booster pack is opened, it will only choose
one of the above pools.

<Card Pool: x>
<Card Pool: x, x, x>
<Card Pool: x, x, x, x, x, x>
- Replace 'x' with the ID's of the items you wish to put into the card pool.
- Use any number of x's you want in the notetag.
- Use multiples of this notetag if you wish. The card pool will consolidate
each iteration of this notetag.
- This will combine the card pool with the below notetag.
<Card Pool: x to y>
- Replace 'x' and 'y' with the ID's you wish to grab all the numbers of
between and throw them into the card pool.
- Use multiples of this notetag if you wish. The card pool will consolidate
each iteration of this notetag.
- This will combine the card pool with the above notetag.

Card Game Deck Builder

<Deck Box: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to
unlock this deck box image for the player if this item is in their inventory.
This is case sensitive.

<Deck Sleeves: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to
unlock this deck sleeves image for the player if this item is in their
inventory. This is case sensitive.

Card Game Mechanics

Start Phase Notetags
<Card Hand Start JS>
code
code
</Card Hand Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand at the start of the game.
<Card Hand Start Common Event: x>
- Runs common event 'x' if the card is found in your hand at the start of
the game. The common event will run after the JavaScript runs.
<Card Discard Start JS>
code
code
</Card Discard Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand at the start of the game.
<Card Discard Start Common Event: x>
- Runs common event 'x' if the card is found in your discard at the start of
the game. The common event will run after the JavaScript runs.
<Card Exhaust Start JS>
code
code
</Card Exhaust Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust at the start of the game.
<Card Hand Start Common Event: x>
- Runs common event 'x' if the card is found in your exhaust at the start of
the game. The common event will run after the JavaScript runs.
<Card Library Start JS>
code
code
</Card Library Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library at the start of the game.
<Card Library Start Common Event: x>
- Runs common event 'x' if the card is found in your library at the start of
the game. The common event will run after the JavaScript runs.
Upkeep Phase Notetags

<Card Hand Upkeep JS>
code
code
</Card Hand Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during Upkeep Phase.
<Card Hand Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your hand during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Discard Upkeep JS>
code
code
</Card Discard Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during Upkeep Phase.
<Card Discard Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your discard during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Exhaust Upkeep JS>
code
code
</Card Exhaust Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during Upkeep Phase.
<Card Hand Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your exhaust during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Library Upkeep JS>
code
code
</Card Library Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during Upkeep Phase.
<Card Library Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your library during Upkeep
Phase. The common event will run after the JavaScript runs.
Draw Phase Notetags
<Card Hand Draw JS>
code
code
</Card Hand Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during Draw Phase.
<Card Hand Draw Common Event: x>
- Runs common event 'x' if the card is found in your hand during Draw
Phase. The common event will run after the JavaScript runs.
<Card Discard Draw JS>
code
code
</Card Discard Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during Draw Phase.
<Card Discard Draw Common Event: x>
- Runs common event 'x' if the card is found in your discard during Draw
Phase. The common event will run after the JavaScript runs.
<Card Exhaust Draw JS>
code
code
</Card Exhaust Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during Draw Phase.
<Card Hand Draw Common Event: x>
- Runs common event 'x' if the card is found in your exhaust during Draw
Phase. The common event will run after the JavaScript runs.
<Card Library Draw JS>
code
code
</Card Library Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during Draw Phase.
<Card Library Draw Common Event: x>
- Runs common event 'x' if the card is found in your library during Draw
Phase. The common event will run after the JavaScript runs.
Main Phase Notetags
<Card No Battle>
- This card is unable to battle.

- - -

<Card Spell 1 JS>
code
code
</Card Spell 1 JS>
- If this card's spell 1 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 1 Common Event: x>
- If this card's spell 1 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 1 Enable>
code
enable = code
</Card Spell 1 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 1 Icon: x>
- Uses icon 'x' for this card's spell 1.
<Card Spell 1 Name: x>
- Gives this card's spell 1 a name as 'x'.
<Card Spell 1 Animation: x>
- Plays animation 'x' when this card's spell 1 is used.
<Card Spell 1 Allow AI Use>
- Will allow the A.I. to use this card's spell 1.
<Card Spell 1 Check AI Use>
code
enable = code
</Card Spell 1 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 2 JS>
code
code
</Card Spell 2 JS>
- If this card's spell 2 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 2 Common Event: x>
- If this card's spell 2 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 2 Enable>
code
enable = code
</Card Spell 2 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 2 Icon: x>
- Uses icon 'x' for this card's spell 2.
<Card Spell 2 Name: x>
- Gives this card's spell 2 a name as 'x'.
<Card Spell 2 Animation: x>
- Plays animation 'x' when this card's spell 2 is used.
<Card Spell 2 Allow AI Use>
- Will allow the A.I. to use this card's spell 2.
<Card Spell 2 Check AI Use>
code
enable = code
</Card Spell 2 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 3 JS>
code
code
</Card Spell 3 JS>
- If this card's spell 3 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 3 Common Event: x>
- If this card's spell 3 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 3 Enable>
code
enable = code
</Card Spell 3 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 3 Icon: x>
- Uses icon 'x' for this card's spell 3.
<Card Spell 3 Name: x>
- Gives this card's spell 3 a name as 'x'.
<Card Spell 3 Animation: x>
- Plays animation 'x' when this card's spell 3 is used.
<Card Spell 3 Allow AI Use>
- Will allow the A.I. to use this card's spell 3.
<Card Spell 3 Check AI Use>
code
enable = code
</Card Spell 3 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 4 JS>
code
code
</Card Spell 4 JS>
- If this card's spell 4 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 4 Common Event: x>
- If this card's spell 4 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 4 Enable>
code
enable = code
</Card Spell 4 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 4 Icon: x>
- Uses icon 'x' for this card's spell 4.
<Card Spell 4 Name: x>
- Gives this card's spell 4 a name as 'x'.
<Card Spell 4 Animation: x>
- Plays animation 'x' when this card's spell 4 is used.
<Card Spell 4 Allow AI Use>
- Will allow the A.I. to use this card's spell 4.
<Card Spell 4 Check AI Use>
code
enable = code
</Card Spell 4 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

There are four spells available per card. Nothing more provided by default.

Battle Phase Notetags
<Card AI Priority-behavior: x>
- This affects the A.I. only. It will make the A.I. pick specific cards over
others depending on the 'behavior' and the 'x' value.
- Replace 'behavior' with a string stating the behavior type to differentiate
different priority settings when a card has multiples of this notetag.
- Replace 'x' with a number depicting the priority value. Lower values mean
the card is less likely to be picked while higher priority means the card is
more likely to be picked.
- Example: <Card AI Priority-Strong: 50>
 <Card AI Priority-Strong: 25>
 <Card AI Priority-Weak: 60>
 <Card AI Priority-Weak: 30>
 <Card AI Priority-Tactical: 90>
 <Card AI Priority-Tactical: 45>

*NOTE* The A.I. will also pick from a pick list of cards using the 'Strong'
behavior. If a setting turns on the "$calc.pickWeakest" flag, then it will
use the 'Weak' behavior. Keep that in mind when making certain cards pickable
for discarding or adding to the hand.

- - -

<Card Pre-Battle JS>
code
code
</Card Pre-Battle JS>
- If this notetag is found, it will occur before damage calculations. It will
run the JavaScript 'code' found between the two notetags.
<Card Pre-Battle Common Event: x>
- If this notetag is found, it will occur before damage calculations. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Tie Battle JS>
code
code
</Card Tie Battle JS>
- If this notetag is found, it will occur if the battle is tied. It will
run the JavaScript 'code' found between the two notetags.
<Card Tie Battle Common Event: x>
- If this notetag is found, it will occur if the battle is tied. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Lose Battle JS>
code
code
</Card Lose Battle JS>
- If this notetag is found, it will occur if the card loses a battle. It will
run the JavaScript 'code' found between the two notetags.
<Card Lose Battle Common Event: x>
- If this notetag is found, it will occur if the card loses a battle. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Win Battle JS>
code
code
</Card Win Battle JS>
- If this notetag is found, it will occur if the card wins a battle. It will
run the JavaScript 'code' found between the two notetags.
<Card Win Battle Common Event: x>
- If this notetag is found, it will occur if the card wins a battle. Perform
common event 'x'. The common event will run after the JavaScript runs.

*NOTE* If neither of the notetags are found in the card, then there will be
a default effect of dealing 5 damage to the opposing player's health. This
can be modified from within the ╘ Post-Damage Effects common event.

- - -

<Card Post-Battle JS>
code
code
</Card Post-Battle JS>
- If this notetag is found, it will occur after win/loss effects. It will
run the JavaScript 'code' found between the two notetags.

<pre>
<Card Post-Battle Common Event: x>
- If this notetag is found, it will occur after win/loss effects. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Resolve Battle JS>
code
code
</Card Resolve Battle JS>
- If this notetag is found, it will occur after post-battle effects. It will
run the JavaScript 'code' found between the two notetags.
<Card Resolve Battle Common Event: x>
- If this notetag is found, it will occur after post-battle effects. Perform
common event 'x'. The common event will run after the JavaScript runs.

*NOTE* If neither of the notetags are found in the card, then there will be
a default effect of sending the card to the player's discard pile. This can
be modified from within the ╘ Post-Damage Effects common event.
End Phase Notetags
<Card Hand End JS>
code
code
</Card Hand End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during End Phase.
<Card Hand End Common Event: x>
- Runs common event 'x' if the card is found in your hand during End
Phase. The common event will run after the JavaScript runs.
<Card Discard End JS>
code
code
</Card Discard End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during End Phase.
<Card Discard End Common Event: x>
- Runs common event 'x' if the card is found in your discard during End
Phase. The common event will run after the JavaScript runs.
<Card Exhaust End JS>
code
code
</Card Exhaust End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during End Phase.

<Card Hand End Common Event: x> - Runs common event 'x' if the card is found in your exhaust during End Phase. The common event will run after the JavaScript runs.

<Card Library End JS>
code
code
</Card Library End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during End Phase.
<Card Library End Common Event: x>
- Runs common event 'x' if the card is found in your library during End
Phase. The common event will run after the JavaScript runs.

Core Engine

Actor Notetag
  <Initial Level: x>
  Changes the actor's initial level to x. This allows you to bypass the
  editor's level 99 limit.

  <Max Level: x>
  Changes the actor's max level to x. This allows you to bypass the editor's
  level 99 limit.

Class Skill Learn Notetag
  <Learn at Level: x>
  When placed inside a class's "Skills to Learn" notetag, this will cause
  the class to learn the skill at level x.

Item, Weapon, Armor Notetags
  <Price: x>
  Changes the price of the item to x. This notetag allows you to bypass the
  editor's 999,999 gold cost limit.

  <Max Item: x>
  This changes the maximum amount of the item to x.

Weapon and Armor Notetags
  <stat: +x>
  <stat: -x>
  Allows the piece of weapon or armor to gain or lose x amount of stat.
  Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
  "luk" to alter that specific stat. This allows the piece of equipment
  to go past the editor's default limitation so long as the maximum value
  allows for it.

Enemy Notetag
  <Gold: x>
  Changes the gold drop value of enemies to x. This notetag allows you to
  bypass the editor's 9,999,999 gold drop limit.
 
  <stat: x>
  This changes the enemy's stat to x amount. Replace "stat" with "hp",
  "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
  specific stat. This allows the piece of equipment to go past the
  editor's default limitation.

  <exp: x>
  This changes the enemy's exp given out to x amount. This allows the
  enemy give out more exp than the editor's default 9,999,999 limit.

Pages in category "Notetags (MV)"

The following 142 pages are in this category, out of 142 total.