Difference between revisions of "Category:Notetags (MV)"
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base and plus values after being multiplied by the rate value assuming the | base and plus values after being multiplied by the rate value assuming the | ||
plugin's default formula is utilized. | plugin's default formula is utilized. | ||
+ | </nowiki> | ||
+ | |||
+ | == [[Floor Damage (YEP)|Floor Damage]] == | ||
+ | |||
+ | <nowiki> | ||
+ | Insert the following notetags into the noteboxes for your tilesets: | ||
+ | |||
+ | Tileset Notetag: | ||
+ | |||
+ | <Floor Damage x: y> | ||
+ | - 'x' is the terrain tag to mark the tileset with. By default, terrain | ||
+ | tags are set to 0. They will go up as high as 7. 'y' will be the amount of | ||
+ | damage dealt to each actor in the party. For example, <Floor Damage 2: 50> | ||
+ | will cause all damage tiles marked with terrain tag 2 to deal 50 damage. | ||
+ | * Note: You will still need to mark the tile itself as a damage tile in | ||
+ | the database editor. | ||
+ | |||
+ | <Floor Flash x: r, g, b, o> | ||
+ | - 'x' is the terrain tag to mark the tileset with. Replace 'r', 'g', 'b', | ||
+ | and 'o' with values between 0-255 to indicate the red, green, blue, and | ||
+ | opacity values respectively. This will make the screen flash this color | ||
+ | combination when the player takes damage from this tile. | ||
+ | * Note: You will still need to mark the tile itself as a damage tile in | ||
+ | the database editor. | ||
</nowiki> | </nowiki> | ||
Revision as of 14:51, 27 June 2019
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Absorption Barrier
- 2 Action Cutin
- 3 Action Sequence Fast Forward/Skip
- 4 Auto Passive States
- 5 Base Parameter Control
- 6 Battle A.I. Core
- 7 Battle Engine Core
- 8 Battle Select Cursor
- 9 Buffs & States Core
- 10 Collectible Card Game
- 11 Class Change Core
- 12 Core Engine
- 13 Damage Core
- 14 Element Core
- 15 Enemy Levels
- 16 Enhanced TP
- 17 Equip Battle Skills
- 18 Equip Core
- 19 Extra Enemy Drops
- 20 Extra Parameter Formula
- 21 Floor Damage
- 22 Hit Damage Sounds
- 23 Instant Cast
- 24 Item Core
- 25 Item Synthesis
- 26 Job Points
- 27 Life Steal
- 28 Move Route Core
- 29 Overkill Bonus
- 30 Row Formation
- 31 Save Core
- 32 Shop Menu Core
- 33 Skill Core
- 34 Skill Learn System
- 35 Skill Mastery Levels
- 36 Special Parameter Formula
- 37 Stat Allocation
- 38 Status Menu Core
- 39 Steal & Snatch
- 40 Target Core
- 41 Taunt
- 42 Weapon Animation
- 43 Weapon Unleash
Absorption Barrier
Use the following notetags to alter the various mechanics of Barrier Points. Skill and Item Notetags: <User Barrier: +x> <Target Barrier: +x> This adjusts the Barrier Points for user or the target respectively by +x. The Barrier Points altered for this notetag are unexpiring Barrier Points that do not remove themselves as time passes. <User Barrier: -x> <Target Barrier: -x> This will remove x barrier points from the user or the target. This is applied to unexpiring and temporary barrier points alike. <User Barrier x Turns: +y> <Target Barrier x Turns: +y> This adjusts the Barrier Points for the user or target respectively at x turns by +y amount. These Barrier Points will expire after x turns. Each turn goes by during the battler's regeneration timing. <User Barrier x Turns: -y> <Target Barrier x Turns: -y> This will remove y barrier points from the user or target up to x turns. <Bypass Barrier> This causes this skill to be able to bypass Barrier Points to directly deal damage to the target. <Barrier Penetration: x%> Causes x% of this skill or item's damage to bypass the action target's Barrier Points. If the target does not have enough Barrier Points, more damage will be dealt. This is a percentile value. <Barrier Penetration: x> Causes x value of this skill or item's damage to bypass action target's Barrier Points. If the target does not have enough Barrier Points, more damage will be dealt. This is a flat value. Actor, Class, Enemy, Weapon, Armor, State Notetags: <Barrier Penetration: +x%> <Barrier Penetration: -x%> This makes any damaging action by the attacker to have +x% or -x% bonus Barrier Penetration. This is a multiplicative bonus and applied before flat bonuses have been made. <Barrier Penetration: +x> <Barrier Penetration: -x> This makes any damaging action by the attacker to have +x or -x bonus Barrier Penetration. This is a flat bonus and applied after multiplicative changes have been made. <Barrier Points: +x> <Barrier Points: -x> The amount of unexpiring Barrier Points are gained at the start of a new battle for the affected user. <Barrier Points x Turns: +y> <Barrier Points x Turns: -y> The amount of Barrier Points are gained at the start of a new battle for the affected user that will last x turns. <Barrier Regen: +x> <Barrier Regen: -x> During the regeneration phase, the user will regenerate +x/-x unexpiring Barrier Points. <Barrier Regen x Turns: +y> <Barrier Regen x Turns: -y> During the regeneration phase, the user will regenerate Barrier Points that last x turns with a +y/-y value.
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.
Auto Passive States
For those who would like to allocate passive states to your battlers, use the notetags below: Actor, Class, Skills, Weapon, Armor, Enemy Notetags: <Passive State: x> <Passive State: x, x, x> This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state. <Passive State: x to y> This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state. For those who don't want their passive states to always be on, you can use the following notetags to introduce conditions for your passive states. All conditions must be fulfilled in order for the passive state to appear. State Notetags: <Passive Condition: HP Above x%> <Passive Condition: HP Below x%> <Passive Condition: MP Above x%> <Passive Condition: MP Below x%> If the user's HP or MP is above/below x% of the MaxHP or MaxMP, this condition will be met for the passive state to appear. <Passive Condition: Stat Above x> <Passive Condition: Stat Below x> Replace 'stat' with 'HP', 'MP', 'TP', 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'. If the above stat is above/below x, then the condition is met for the passive state to appear. <Passive Condition: Switch x ON> <Passive Condition: Switch x OFF> If switch x is either ON/OFF, then the condition is met for the passive state to appear. <Passive Condition: Variable x Above y> <Passive Condition: Variable x Below y> Replace x with the variable you wish to check to see if it's above/below y, then the condition is met for the passive state to appear.
Lunatic Pack - Passive Condition Cases
Insert the following notetags into a state's notebox to give it a passive condition case. State Notetags: <Passive Condition Cases> condition condition </Passive Condition Cases> - Use the above format for adding conditions to your passive states. Replace the 'condition' text in between the <Passive Condition Cases> and </Passive Condition Cases> notetags with any of the following conditions below to prompt a condition type. You can insert multiple conditions to make a passive state require more conditions to be met before they can be active. =-=-=-= Conditions List =-=-=-= --- Switch On/Off --- Switch x On Switch x Off - Replace 'x' with a number value. This will make a conditional check if an event switch x is on or off. If the conditional check is met, then the conditional passive will become active if other conditions are met. SUGGESTED BY: Yanfly --- Numerical Comparison Check --- x >= y x <= y x > y x < y x != y x = y - This will require the condition to make a simple comparison check between x and y. These number comparisons will be '>=', '<=', '>', '<', '!=', and '=' (aka greater than or equal to, less than or equal to, greater than, less than, not equal to, and equal to respectively). Replace 'x' and 'y' with a number, a percentage, 'HP', 'MP', 'TP', 'HP%', 'MP%', 'TP%', 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', or 'VARIABLE X' for comparison purposes. If a percentage is being checked, it will be checked as if the % has been dropped off. For example, '50%' will be '50'. SUGGESTED BY: Yanfly --- Has/Not State --- Has State x - Replace 'x' with the ID of the state you wish to check. If the user is affected by that state, then this conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Goldschuss Not State x - Replace 'x' with the ID of the state you wish to check. If the user is not affected by that state, then this conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Goldschuss --- Has/Not Buff/Debuff--- Has x Buff - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. This will make a check to see if the user is currently buffed in that parameter. If the user is, the the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Has x Debuff - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. This will make a check to see if the user is currently debuffed in that parameter. If the user is, the the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Not x Buff - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. This will make a check to see if the user is currently not buffed in that parameter. If the user is, the the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Not x Debuff - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. This will make a check to see if the user is currently not debuffed in that parameter. If the user is, the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly --- Total Buffs/Debuffs --- Total Buffs >= x Total Buffs <= x Total Buffs > x Total Buffs < x Total Buffs != x Total Buffs = x - Replace 'x' with a number value you wish to check relative to the number of buffs the user is currently affected by. If the turn check passes, the conditional passive will become active if other conditions are met. SUGGESTED BY: Alejandro SQ Total Debuffs >= x Total Debuffs <= x Total Debuffs > x Total Debuffs < x Total Debuffs != x Total Debuffs = x - Replace 'x' with a number value you wish to check relative to the number of debuffs the user is currently affected by. If the turn check passes, the conditional passive will become active if other conditions are met. SUGGESTED BY: Alejandro SQ --- Alive/Dead --- Alive Actors/Enemies/Allies/Foes >= x Alive Actors/Enemies/Allies/Foes <= x Alive Actors/Enemies/Allies/Foes > x Alive Actors/Enemies/Allies/Foes < x Alive Actors/Enemies/Allies/Foes != x Alive Actors/Enemies/Allies/Foes = x - Replace 'x' with a number value you wish to check relative to the number of alive actors in the party, enemies in the troop, user's allies, or the user's foes. Use only one of the four above keywords ('actors', 'enemies', 'allies', or 'foes'). If the member count check passes, the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Dead Actors/Enemies/Allies/Foes >= x Dead Actors/Enemies/Allies/Foes <= x Dead Actors/Enemies/Allies/Foes > x Dead Actors/Enemies/Allies/Foes < x Dead Actors/Enemies/Allies/Foes != x Dead Actors/Enemies/Allies/Foes = x - Replace 'x' with a number value you wish to check relative to the number of dead actors in the party, enemies in the troop, user's allies, or the user's foes. Use only one of the four above keywords ('actors', 'enemies', 'allies', or 'foes'). If the member count check passes, the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly --- Turn Count --- Battle Turns >= x Battle Turns <= x Battle Turns > x Battle Turns < x Battle Turns != x Battle Turns = x - Replace 'x' with a number value you wish to check relative to the number of turns that passed in battle. If the turn check passes, the conditional passive will become active as long as all other conditions are met. SUGGESTED BY: Yanfly --- Has Weapon/Armor --- Has Weapon x - The user must be an actor or else this condition returns false. Replace 'x' with the weapon ID you wish to check if the user has. If the user has it equipped, the condition will pass and will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Not Weapon x - The user must be an actor or else this condition returns false. Replace 'x' with the weapon ID you wish to check if the user should not have. If the user doesn't have it equipped, the condition will pass and will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Has Armor x - The user must be an actor or else this condition returns false. Replace 'x' with the armor ID you wish to check if the user has. If the user has it equipped, the condition will pass and will become active as long as all other conditions are met. SUGGESTED BY: Yanfly Not Armor x - The user must be an actor or else this condition returns false. Replace 'x' with the armor ID you wish to check if the user should not have. If the user doesn't have it equipped, the condition will pass and will become active as long as all other conditions are met. SUGGESTED BY: Yanfly
Passive Aura Effects
Use the following notetags to make a state generate auras. *NOTE* The notetags that affect alive members will affect members that have at least 1 HP and not affected by the dead state. Even if they are immortal, if they have 0 HP, they will not be affected by the alive aura effects as to not conflict with the dead aura effects. *NOTE* The notetags that affect dead members will affect members that are either affected by the death state or if their HP is at 0. The moment the dead member has 1 HP or is no longer affected by the dead state, they will no longer be affected by dead-only aura effects. State Notetags: <Ally Aura: x> <Ally Aura: x, x, x> <Ally Aura: x through y> - This will cause the battler's allies to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Alive Ally Aura: x> <Alive Ally Aura: x, x, x> <Alive Ally Aura: x through y> - This will cause the battler's alive allies to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Dead Ally Aura: x> <Dead Ally Aura: x, x, x> <Dead Ally Aura: x through y> - This will cause the battler's dead allies to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Foe Aura: x> <Foe Aura: x, x, x> <Foe Aura: x through y> - This will cause the battler's foes to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Alive Foe Aura: x> <Alive Foe Aura: x, x, x> <Alive Foe Aura: x through y> - This will cause the battler's alive foes to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Dead Foe Aura: x> <Dead Foe Aura: x, x, x> <Dead Foe Aura: x through y> - This will cause the battler's dead foes to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Party Aura: x> <Party Aura: x, x, x> <Party Aura: x through y> - This will cause the Actor Party to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Alive Party Aura: x> <Alive Party Aura: x, x, x> <Alive Party Aura: x through y> - This will cause the battler's alive Actor Party to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Dead Party Aura: x> <Dead Party Aura: x, x, x> <Dead Party Aura: x through y> - This will cause the battler's dead Actor Party to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Troop Aura: x> <Troop Aura: x, x, x> <Troop Aura: x through y> - This will cause the Enemy Troop to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Alive Troop Aura: x> <Alive Troop Aura: x, x, x> <Alive Troop Aura: x through y> - This will cause the battler's alive Enemy Troop to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Dead Troop Aura: x> <Dead Troop Aura: x, x, x> <Dead Troop Aura: x through y> - This will cause the battler's dead Enemy Troop to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Everybody Aura: x> <Everybody Aura: x, x, x> <Everybody Aura: x through y> - This will cause the all active battlers to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Alive Aura: x> <Alive Aura: x, x, x> <Alive Aura: x through y> - This will cause the all alive battlers to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect. <Dead Aura: x> <Dead Aura: x, x, x> <Dead Aura: x through y> - This will cause the all alive battlers to gain state(s) x (to y) while the battler is affected by the current state. *Note: A state cannot use itself in an aura effect.
Base Parameter Control
You can use the following notetags to alter the various aspects that modify the base parameter values: Actor, Class, Enemy, Weapon, Armor, and State Notetags: <stat Plus: +x> <stat Plus: -x> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This is the value added to the base parameter before the rate and flat values contribute to the total parameter value assuming the plugin's default formula is utilized. <stat Rate: x%> <stat Rate: x.y> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This is the value multiplied to the sum of the base and plus of the parameter before affected by the buffRate and flat value assuming the plugin's default formula is utilized. <stat Flat: +x> <stat Flat: -x> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This is the value added at the end after the sum of the base and plus parameters have been added and multiplied by the rate values assuming the plugin's default formula is utilized. <stat Max: x> <stat Min: x> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This sets the maximum or minimum cap of the the stat parameter to x. If a battler is affected by multiple of these notetags, then the value used will be the largest value of the notetag used.
Battle A.I. Core
- Enemy AI Level
Enemy AI levels do not determine how difficult they are. Instead, they determine how strictly they will follow the <AI Priority> lists. An AI Level of 80 means it has an 80% chance of following the prioritized action on the AI Priority list before moving onto the next one where there will be another 80% chance and so on. If the AI level is lower, the chance is lower, making the AI to be more random. Enemy Notetag: <AI Level: x> Sets the enemy's AI level to x. The lower x, the more random the enemy. The higher for x, the more strict the enemy is about following the AI Priority list found in its notebox, too.
- Enemy AI Priority
If an enemy has an AI Priority list, the enemy will go down that list from top to bottom (giving the actions at the top more priority than the ones at the bottom) looking for any actions whose conditions are fulfilled. If that condition is fulfilled, then that action will be the action the enemy will partake in. To set up a Priority List for the enemy, you must place inside the enemy's notebox notetags that match the following format: <AI Priority> <AI Priority> condition: SKILL x, target or condition: skill name, target condition: SKILL x, target condition: skill name, target </AI Priority> </AI Priority> Any number of conditions and skills can be placed in between the two <AI Priority> tags. You can choose to use skill ID's or the skill names. However, if you use the skill names, keep in mind that it is not case sensitive and if any skills in your database have matching names, the skill with the larger skill ID will be the action used.
- Conditions
The following is a list of ways you can format your conditions for the enemy to choose the right skill. In addition to deciding whether or not the skill will be used, the condition also selects the enemy target. The following list will tell you how the conditions are met and what targets will be selected for battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ALWAYS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This condition will always be fulfilled. The valid target group is all targets within scope. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Always: Skill 10, Lowest HP% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEMENT X case - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This allows you to match the element rate of element X (use either a number or the name of the element in place of 'X') to see whether or not the conditions for the action are fulfilled. Replace 'case' with 'Neutral' for normal element rate (under 110% and above 90%), 'Weakness' for anything above 100% element rate, 'Resistant' for below 100% element rate, 'Null' for 0% element rate, and 'Absorb' for below 0% element rate. Valid targets will be those with the matching element rates. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Element Fire Weakness: Fireball, Lowest HP% Element Water Resistant: Water Cancel, Highest MAT Element 4 Null: Earthquake, Lowest MDF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- EVAL eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This allows you to use any kind of code to check and fulfill a condition. This condition uses all alive members of the skill's scope as valid targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Eval user.name() === 'Bat A': Skill 10, Highest HP% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- group ALIVE MEMBERS eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'group' with either 'party' for the player's party or 'troop' for the enemy party. This runs the number of party alive members or troop alive members in a check to see if the conditions can be fulfilled. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Party Alive Members > 2: Skill 10, Lowest HP% Troop Alive Members <= 4: Skill 11, Highest HP% Troop Alive Members === $gameVariables.value(3): Skill 12, Random =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- group DEAD MEMBERS eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'group' with either 'party' for the player's party or 'troop' for the enemy party. This runs the number of party dead members or troop dead members in a check to see if the conditions can be fulfilled. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Party Dead Members > 2: Undead, Highest ATK Troop Dead Members <= 4: Life, Highest ATK Troop Dead Members === $gameVariables.value(3): Skill 12, Random =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- stat PARAM eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'stat' with either 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'maxhp', 'maxmp', 'hp', 'mp', 'hp%', 'mp%', or 'level' to run it in a condition check again to see if the action gets passed. The group that it checks will be based on the skill's scope. If the skill targets foes, then all foes will take a check to see if they fulfill the conditions. Likewise for party members if the skill is for allies. The valid targets will be those who pass the condition check. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: HP% param <= 50%: Heal, Lowest HP% MP param > 90: Mana Drain, Highest MP ATK param > user.atk: Power Break, Highest ATK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- type PARTY LEVEL eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'type' with either 'highest', 'lowest', or 'average' to get the respective party level for the skill's scope. This will reference the entire party's level. If this condition is fulfilled, all targets would become valid targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Highest Party Level > 10: Skill 10, Lowest MP% Lowest Party Level < 12: Skill 11, Lowest HP% Average Party Level > 15: Skill 12, Highest HP% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RANDOM x% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will make the condition based on a random x percent chance. This condition allows all possible targets to be valid for targeting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Random 50%: Skill 10, Lowest HP% Random 75%: Skill 11, Highest HP% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STATE === state x STATE === state name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will detect if the target scope has state x (or state name if you use that instead). If the target does, that target is added into the pool of valid targets. Any targets not affected by the state will be ignored. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: State === State 5: DeBlind, Highest ATK State === Knockout: Life, Random =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STATE !== state x STATE !== state name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will detect if the target scope does not have state x (or state name if you use that instead). If the target doesn't, that target is added into the pool of valid targets. Any targets affected by the state will be ignored. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: State !== State 12: Haste, Random State !== Courage: Cowardice, Highest ATK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWITCH X case - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'x' with the ID of the switch you wish to check. Replace 'case' with either 'on' or 'off' (you may also use 'true' or 'false'). If the switch matches the case, the condition is fulfilled and all skill targets become valid targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Switch 5 On: Skill 10, Lowest HP% Switch 6 Off: Skill 11, Highest HP% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TURN eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will make the condition based on the turn count to be fulfilled by an eval statement. This condition allows all possible targets to be valid for targeting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Turn > 3: Skill 10, Lowest hp% Turn === 4: Skill 11, Highest hp% Turn <= $gameVariables.value(2): Skill 12, Random =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- USER stat PARAM eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'stat' with either 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'maxhp', 'maxmp', 'hp', 'mp', 'hp%', 'mp%', or 'level' to run it in a condition check again to see if the action gets passed. If the user's param matches the conditions, the check is fulfilled. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: User HP% param <= 50%: Heal, Lowest HP% User MP param > 90: Mana Drain, Highest MP User ATK param > user.atk: Power Break, Highest ATK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VARIABLE X eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will call forth the value of variable 'x' to partake in an eval comparison to see if the condition is fulfilled. If it is, all skill targets become valid targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Variable 3 > 10: Skill 10, Lowest HP% Variable 5 <= 100: Skill 11, Highest HP% Variable 2 === user.atk: Skill 12 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Multiple Conditions
As of the version 1.11 update, the Battle A.I. Core is now able to support multiple conditions. Setting up multiple conditions is relatively simple to do and still follows the 'condition: SKILL x, target' format. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - To add multiple conditions, simply insert a +++ between each condition like the following examples: Switch 1 on +++ Switch 2 on: Fire, Lowest HP% Turn 3 > 1 +++ Variable 5 <= 100 +++ Switch 3 on: Ice, Lowest HP% Random 50% +++ Highest Party Level > 50: Thunder, Highest HP% In the above examples, all the conditions must be met in order for the selected skills to be considered for use. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For conditions that have strict targeting groups, the targeting group will end up becoming the combination of all of the strict targeting groups. For example: STATE === Blind +++ STATE === Fear: Dark, Lowest HP% In this example, the enemy will only use the 'Dark' skill on a target that is both affected by 'Blind' and 'Fear'. If there are multiple targets, then the target with the lowest HP% will become the target the enemy will cast the 'Dark' on. STATE !== Blind +++ ATK param >= 150: Darkness, Highest ATK In the above example, the enemy will use the 'Darkness' skill against any target that isn't blinded and has an ATK parameter of at least 150. If there are multiple targets, then the enemy will first cast 'Darkness' on the target with the highest ATK before casting it on a target with a lower ATK.
- Targeting
Targeting is optional but can be done via a small change to the condition. All you have to do is add a ',' after the skill to indicate which target in the valid target group you would like to target. For example: Random 50%: Fire, Highest HP% The condition to be met is the 50% random chance, but if it is fulfilled, the target selected will be the member on the targeting scope's team with the highest HP percentage. When that happens, the 'Fire' skill will be used upon that target. If no target is specified, a random target will be selected amongst the group of valid targets. Otherwise, refer to the following list: ---------------------------------------------------------------------------- <<nothing>> Selects a random member of the valid target group. First Selects first member of the valid target group. User Selects the user itself. Highest MaxHP Selects highest MaxHP valid target. Highest HP Selects highest HP valid target. Highest HP% Selects highest HP% valid target. *Note1 Highest MaxMP Selects highest MaxMP valid target. Highest MP Selects highest MP valid target. Highest MP% Selects highest MP% valid target. *Note1 Highest MaxTP Selects highest MaxTP valid target. Highest TP Selects highest TP valid target. Highest TP% Selects highest TP% valid target. *Note1 Highest ATK Selects highest ATK valid target. Highest DEF Selects highest DEF valid target. Highest MAT Selects highest MAT valid target. Highest MDF Selects highest MDF valid target. Highest AGI Selects highest AGI valid target. Highest LUK Selects highest LUK valid target. Highest Level Selects highest Level valid target. *Note2 Lowest MaxHP Selects lowest MaxHP valid target. Lowest HP Selects lowest HP valid target. Lowest HP% Selects lowest HP% valid target. *Note1 Lowest MaxMP Selects lowest MaxMP valid target. Lowest MP Selects lowest MP valid target. Lowest MP% Selects lowest MP% valid target. *Note1 Lowest MaxTP Selects lowest MaxMP valid target. Lowest TP Selects lowest MP valid target. Lowest TP% Selects lowest MP% valid target. *Note1 Lowest ATK Selects lowest ATK valid target. Lowest DEF Selects lowest DEF valid target. Lowest MAT Selects lowest MAT valid target. Lowest MDF Selects lowest MDF valid target. Lowest AGI Selects lowest AGI valid target. Lowest LUK Selects lowest LUK valid target. Lowest Level Selects lowest Level valid target. *Note2 Note1: This is calculated by dividing the current HP with the MaxHP or the current MP with the MaxMP. Note2: If this is used on an enemy without a proper enemy level plugin installed, this will return the player party's highest level. ----------------------------------------------------------------------------
- Special Notes
If you are using YEP_Taunt.js, enemies will automatically not factor in taunts by default. For that matter, targets can be protected by taunts effects, which can effectively shut down an enemy's AI performance. However, if you want some enemies to consider the taunt effects of an opponent, place this notetag inside of the enemy's notebox: <AI Consider Taunt> This will make it that when an enemy makes a decision, it will make a right decision while thinking of the taunted enemies, too. You can use this for smarter enemies while keep this notetag disabled for less intelligent foes.
Actor Auto Battle A.I.
The notetags to setup the auto battle A.I. will go into the class noteboxes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Actor AI Level - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Actor AI levels do not determine how smart they are. Instead, they determine how strictly they will follow the <AI Priority> lists. An AI Level of 80 means it has an 80% chance of following the prioritized action on the AI Priority list before moving onto the next one where there will be another 80% chance and so on. If the AI level is lower, the chance is lower, making the AI to be more random. Class Notetag: <AI Level: x> Sets the actor's AI level to x. The lower x, the more random the actor. The higher for x, the more strict the actor is about following the AI Priority list found in its notebox, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Actor AI Priority - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If a class has an AI Priority list, the actor will go down that list from top to bottom (giving the actions at the top more priority than the ones at the bottom) looking for any actions whose conditions are fulfilled. If that condition is fulfilled, then that action will be the action the actor will partake in. To set up a Priority List for the actor, you must place inside the class's notebox notetags that match the following format: <AI Priority> <AI Priority> condition: SKILL x, target or condition: skill name, target condition: SKILL x, target condition: skill name, target </AI Priority> </AI Priority> Any number of conditions and skills can be placed in between the two <AI Priority> tags. You can choose to use skill ID's or the skill names. However, if you use the skill names, keep in mind that it is not case sensitive and if any skills in your database have matching names, the skill with the larger skill ID will be the action used.
- Conditions
The conditions to be used for the <AI Priority> notetag are the same as the ones from the YEP_BattleAICore plugin. Please refer to the YEP_BattleAICore help file for which conditions can be used with the A.I. setups.
Battle Engine Core
When changing "Terms" and the "Messages" that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log. <CENTER> This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message. There are a couple of notetags you can use to change the way certain skills and items will show up incase you don't want a name like 'Harold's Attack' to appear in the name. Skill and Item Notetags: <Display Text: x> This will change the text displayed to x. <Display Icon: x> This will change the icon displayed to x. The battle turn order is also fixed, too. This way, any battlers that Have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter. Skill and Item Notetag: <speed: +x> <speed: -x> This lets you break past the editor's limit of -2000 and 2000 allowing you to set the speed of your actions with more control. Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill. Skill Notetag: <Cast Animation: x> Sets the skill's cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all. In RPG Maker MV's default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense. Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired. Actor, Class, Enemy, Weapon, Armor, and State Notetag: <Reflect Animation ID: x> Changes the user's reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default. Sometimes, you don't want your enemies to be able to move. Or you don't want certain actors to be able to move. They're just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving. Actor, Class, Enemy, Weapon, Armor, and State Notetag: <Sprite Cannot Move> Prevents the battler's sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view. Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn't conform to those standards, you can 'anchor' them a different way. Actor, Class, Weapon, Armor, State Notetags: <Anchor X: y.z> <Anchor Y: y.z> This sets the anchor location for the actor's sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting. If an anchor has multiple traits that yield different anchors, it will be used in a priority list akin to this order: States Weapons Armors Class Actor Default The higher it is on the priority list, the higher its priority. To give your enemies unique attack animations, you can use this notetag: Enemy Notetag: <Attack Animation: x> Replace x with the ID of the battle animation you wish to set as the enemy's default attack animation. By default, RPG Maker MV's battle system has automatic state removal under three different conditions: none, action end, turn end. None and Turn End are working as intended. However, Action End, however, had the states removed at the start of the battler's action rather than the end. This is changed and updated to occur only at the end of a battler's action. Two more automatic conditions are now added: Action Start and Turn Start. These can be added and implemented using the following notetags: State Notetags: <Action Start: x> <Action Start: x to y> This will cause this state to update its turns remaining at the start of an action. x is the number of turns it will last. If you use x to y, upon applying the state, the state will be removed a random number of turns from x to y. <Turn Start: x> <Turn Start: x to y> This will cause the state to update its turns remaining at the start of a battle turn. x is the number of turns it will last. If you use x to y, upon applying the state, the state will be removed a random number of turns from x to y. States with Action End have a unique trait to them where if the caster of the state is the current active battler (subject) and if the state is then applied on the user itself, they will gain a 'free turn'. The 'free turn' is to mitigate the user from losing 1 duration of the turn since with an Action End timing, they would lose the benefit of being under the state for that turn's timing.
Animated Sideview Enemies
Insert these notetags into the enemy noteboxes below to change their sidewview battler aspects. Enemy Notetags: --- General --- <Breathing> <No Breathing> Enables or disables a 'breathing' effect for the enemy sprite. <Breathing Speed: x> How many frames does it take to make a full breathing cycle? The lower the x value, the faster the enemy breathes. The higher the x value, the slower the enemy breathes. <Breathing Rate X: x.y> <Breathing Rate Y: x.y> Sets the horizontal and vertical breathing rate to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance. <Enable HP Link Breathing> <Disable HP Link Breathing> Will enable/disable HP Link Breathing. The lower the HP on the enemy, the slower the enemy will breathe. <Floating> Sets the enemy to be animated as if it was floating. <Floating Speed: x> How many frames does it take to do a full floating cycle? The lower the x value, the faster the enemy floats. The higher the x value, the slower the enemy floats. <Floating Rate: x.y> Sets the floating rate for the enemy to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance change. <Floating Height: x> Sets the minimum float height for the enemy to x. <Floating Death> <No Floating Death> Decide whether or not this particular enemy will float while dead or instead, drop to the ground instantly and will bypass the 'Floating Death' plugin parameter for the particular enemy. <Scale Sprite: x%> This allows you to scale the sprite larger or smaller by x% of the original sprite size. If you wish to only scale either the width or the height, use the notetags below: <Scale Sprite Width: x%> <Scale Sprite Height: x%> This will scale the sprite's width or height by x% amount specifically rather than the whole sprite itself by the same ratio. --- Sideview --- <Sideview Battler: filename> This is the filename used for the sideview battler found within your project's img/sv_actors/ folder. Doing this will enable the following notetags to be applied to the battler. This is case-sensitive and used without the image's file extension. *Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8> *Note: If more than one of these tags is used, the sideview battler selected will be picked from a random pool. Their settings, however, will match all of the other sideview settings set in the notetags for the sake of simplicity. --- Sideview Specific --- <Sideview Anchor X: y.z> <Sideview Anchor Y: y.z> This sets the anchor location for the enemy's sideview battler at y.z. This is used for the event you have an odd-proportioned sideview battler. <Sideview Width: x> <Sideview Height: x> Sets the width/height of the sideview battler. This is for the event you're using a battler image that may have different proportions than normal sideview battlers. <Sideview Collapse> Sets it so that the enemy when it dies will collapse and vanish. <Sideview No Collapse> Sets it so that the enemy when it dies will leave behind a corpse and will not vanish. <Sideview Frame Speed: x> Sets the frame speed of this sideview battler to x. The lower the x value, the faster the sideview battler animates. The higher it is, the slower the battler animates. --- State Overlays --- <Sideview Show State Overlay> <Sideview Hide State Overlay> This will either show or hide the state overlay for the sideview enemy and ignore the default setting within the plugin parameters. --- Motions --- <Sideview Attack Motion: swing> <Sideview Attack Motion: thrust> <Sideview Attack Motion: missile> Sets the basic attack motion for your sideview enemy if the sideview enemy is not using any weapons. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Weapon: x> This sets the sprite's weapon image to x. If you haven't modified your system images of the weapons, they would be as follows: 0 - Nothing 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 * Note: Inserting multiple of these notetags will put them inside a random pool of weapons to use. Keep in mind if you use this notetag, it will use all the default settings found in the plugin's parameters. If you wish to use more unique settings, use the notetag below: <Sideview Weapon: x, y, z> This sets the sprite's weapon image to x, motion to y, and attack animation to z. An example of how this notetag would be used would be as such: <Sideview Weapon: 2, swing, 6> This will give the battler a sword with the swing motion and playing battle animation 6 when attacking. <Sideview Idle Motion: x> Sets the idling motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead * Note: Inserting multiple of these notetags will put them inside a random pool of motions to use. <Sideview Damage Motion: x> Sets the damaged motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Evade Motion: x> Sets the evasion motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Escape Motion: x> Sets the escaping motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Guard Motion: x> Sets the guard motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Abnormal Motion: x> Sets the abnormal motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Sleep Motion: x> Sets the sleep motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Dying Motion: x> Sets the dying (crisis) motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Sideview Dead Motion: x> Sets the dead motion for your sideview enemy. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead --- Shadows --- <Sideview Show Shadow> Sets it so the enemy will show its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core's 'Show Shadows'. <Sideview Hide Shadow> Sets it so the enemy will hide its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core's 'Show Shadows'. <Sideview Shadow Width: x%> Sets the shadow width to x% larger/smaller than the default shadow size found within the img/system folder. <Sideview Shadow Height: x%> Sets the shadow height to x% larger/smaller than the default shadow size found within the img/system folder. State Notetags: <Hide Sideview Weapon> This will cause the animated sideview enemy battler to hide its sideview weapon effect. The attack motion will revert back to the barehanded attack motion set for the enemy and the attack animation will be the enemy's default attack animation.
Battle System - ATB
The following are notetags that pertain to and affect the ATB system. Skill and Item Notetags: <ATB Help> text text </ATB Help> For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using ATB. If so, using this notetag will allow skills and items to display different help text while ATB is enabled. <ATB Speed: x> <ATB Charge: x> <ATB Gauge: x> Usable only during ATB. This sets the target's current speed or charge to x. If 'speed' or 'charge' is used, it will only affect those gauges while in the respective phase. If 'gauge' is used, it will affect either. <ATB Speed: x%> <ATB Charge: x%> <ATB Gauge: x%> Usable only during ATB. This sets the target's current speed or charge to x% of the whole gauge. If 'speed' or 'charge' is used, it will only affect those gauges while in the respective phase. If 'gauge' is used, it will affect either. <ATB Speed: +x> or <ATB Speed: -x> <ATB Charge: +x> or <ATB Charge: -x> <ATB Gauge: +x> or <ATB Gauge: -x> Usable only during ATB. This increases or decreases the target's current speed or charge by x. If 'speed' or 'charge' is used, it will only affect those gauges while in the respective phase. If 'gauge' is used, it will affect either. <ATB Speed: +x%> or <ATB Speed: -x%> <ATB Charge: +x%> or <ATB Charge: -x%> <ATB Gauge: +x%> or <ATB Gauge: -x%> Usable only during ATB. This increases or decreases the target's current speed or charge by x% of the whole gauge. If 'speed' or 'charge' is used, it will only affect those gauges while in the respective phase. If 'gauge' is used, it will affect either. <After ATB: x> <After ATB: x%> This will set the skill/item user's ATB speed value to x or x%. If 'x' is used, this will be the exact ATB value. If x% is used, this will be the percentage of the ATB gauge that it will be at. <ATB Interrupt> <ATB Interrupt: x%> This will give the skill the ability to interrupt and cancel out the target's current action while it is in the charging phase. If the 'x%' notetag version is used, it will have a x% chance of success. <Cannot ATB Interrupt> This causes the skill to be unable to be interrupted and prevent the battler's ATB to reset. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <ATB Start: +x> <ATB Start: +x%> Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X ATB Speed or X% of the ATB gauge filled up. <ATB Turn: +x> <ATB Turn: +x%> Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X ATB Speed or X% of the ATB gauge filled up.
Visual ATB Gauge
The following are some notetags you can use to adjust the appearance of the enemy's ATB Gauge. Enemy Notetags: <Show ATB Gauge> <Hide ATB Gauge> This will cause the ATB Gauge to be shown or hidden ignoring the default settings found in the parameters. <ATB Gauge Width: x> This allows you to set the enemy's ATB Gauge width to x instead of having it match the enemy's battler graphic width.
Battle System - CTB
The following are notetags that pertain to and affect the CTB system. Actor and Enemy Notetags: <CTB Icon: x> This sets the icon used for the actor/enemy to be x. <CTB Border Color: x> This sets the border color used for the actor/enemy to text color x. <CTB Background Color: x> This sets the background color used for the actor/enemy to text color x. Actor only Notetags: <Class x CTB Icon: y> This sets it so that if the actor is a specific class, the actor will get a specific icon used for the CTB Turn Order. If the actor is class x, it will receive icon y. <Hero CTB Icon: x> <Warrior CTB Icon: x> <Mage CTB Icon: x> <Priest CTB Icon: x> If you prefer to use names instead of class ID's, you can use the above notetag format. If the actor is the named class, it will receive icon x. If you have multiple classes with the same name, priority will be given to the class with the highest ID. Skill and Item Notetags: <CTB Help> text text </CTB Help> For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using CTB. If so, using this notetag will allow skills and items to display different help text while CTB is enabled. <CTB Speed: x> Usable only during CTB. This sets the target's current speed to x. <CTB Speed: x%> Usable only during CTB. This sets the target's current speed to x% of the CTB turn completion target. <CTB Speed: +x> <CTB Speed: -x> Usable only during CTB. This increases or decreases the target's current speed by x. <CTB Speed: +x%> <CTB Speed: -x%> Usable only during CTB. This increases or decreases the target's current speed or charge by x% of the CTB turn completion target. <CTB Order: +x> <CTB Order: -x> Moves target's position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle. * Note: If you use this for multiple targets, each target will shift turns individually at a time. <After CTB: x> <After CTB: x%> This will set the skill/item user's CTB speed value to x or x%. If 'x' is used, this will be the exact CTB value. If x% is used, this will be the percentage of the CTB turn completion target that it will be at. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <CTB Start: +x> <CTB Start: +x%> Usable only during CTB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X CTB Speed or X% of the CTB turn completion target. <CTB Turn: +x> <CTB Turn: +x%> Usable only during CTB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X CTB Speed or X% of the CTB turn completion target.
Battle System - STB
The following are notetags that pertain to and affect the STB system. Skill and Item Notetags: <STB Help> text text </STB Help> For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using STB. If so, using this notetag will allow skills and items to display different help text while STB is enabled.
Counter Control
You can use the following notetags to alter counters in your game. Each of these notetags will alter counters in a particular way. Actor and Enemy Notetags: <Default Counter: x> <Default Counter: name> Sets the default counter skill to x. If it is left as 0, then the counter skill will be RPG Maker MV's default counter skill. If you are using the name of the skill, and there are multiple skills in the database with the same name, then priority will be given to the skill with the highest ID. *Note: Use 0 for x if you wish to add RPG Maker MV's default counter. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Counter Skills: x> <Counter Skills: x, x, x> <Counter Skills: x to y> This will add to the list of possible counter skills for the battler. If multiple skill ID's are listed, then they're all added. Priority will be given to the counter skills listed earlier. *Note: Use 0 for x if you wish to add RPG Maker MV's default counter. *Note2: See the Counter List priority to see which skills will be given priority on the counter skill list. <Counter Skill: name> This will add the named skill to the list of possible counter skills for the battler. If there are multiple skills in the database with the same name, then priority will be given to the skill with the highest ID. *Note: See the Counter List priority to see which skills will be given priority on the counter skill list. <Counter Total: +x> <Counter Total: -x> Alters the number of times the battler can counter by x. This is the amount of times the battler can counter until the battler's turn comes up at which, the number of times is reset. <Target Counter: x%> When this battler attacks an opponent target, this will cause the target counter rate to be altered by x% rate. If a target has 10% CNT, then a notetag of 50% will cause the counter rate to become 5%. <Target Counter: +x%> <Target Counter: -x%> When this battler attacks an opponent target, this will cause the target counter rate to increase or decrease by x%. If a target has 10% CNT, then a notetag of +50% will cause the counter rate to become +60%. <Evade Counter> This will change all counter skills used by the related battler to become evade counters regardless of their default nature. However, if the battler is affected by a trait that is <Hit Counter>, then priority will be given to the <Hit Counter> trait instead. <Hit Counter> This will change all counter skills used by the related battler to become hit counters regardless of their default nature. If the battler is also affected by <Evade Counter>, this effect will take priority. Skill and Item Notetags: <Ally Counter> Makes this action able to proc counter skills by allied members. <Ally Cannot Counter> Makes this action unable to proc counter skills by allied members. <Cannot Counter> Causes this action to be un-counterable. This means that it will always return a 0% counterattack possibility. <Counter Rate: x%> This will cause this action to proc a counter from the target by x% rate. This means if the target has a 10% chance to counter and this notetag is 50%, then the target will have a 5% chance to counter. <Counter Rate: +x%> <Counter Rate: -x%> This will cause this action to proc a counter from the target by an additive x%. This means if the target has a 10% chance to counter and this notetag is +50%, then the target has a 60% chance to counter. Skill Notetags: <Evade Counter> If this skill is being used as the counter skill, the battler will evade the current action and then counter. <Hit Counter> If this skill is being used as the counter skill, the battler will take the hit against the current action and then counter. <Counter Name: text> This changes the displayed name of the skill when used as a counter skill to 'text'. <Counter Icon: x> This changes the displayed icon of the skill when used as a counter skill to x icon.
- Counter Conditions
When making your counter skills, you can have those counter skills respond only to specific conditions. If all conditions are met, the counter skill will occur. If a single condition isn't met, that counter skill will then be skipped and the next one will be checked. To add counter conditions, use the following notetags: Skill Notetags: <Counter Condition> condition condition </Counter Condition> Replace the 'condition' text in between the notetags with the listed in the conditions list below to best fit what you want. --- Example --- <Counter Condition> physical hit single target </Counter Condition> This skill will only be used as a counter skill if the current action is a physical hit that's single target.
- Counter Condition List
Here is a list of all the counter conditions that come with this plugin that you can use. Keep in mind that all of the counter conditions must be met before a counter will take effect. If even a single counter condition fails to be met, the counter skill will not proc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTACKER param eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the attacker's parameter. If the check returns 'true', the counter condition is met. If it returns 'false', the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Attacker level > 50 Attacker hp <= attacker.mhp * 0.50 Attacker atk > defender.def =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CERTAIN HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a certain hit, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Certain Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COUNTER HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a counter skill, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Counter Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DEFENDER param eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This will run a check against the defender's parameter. If the check returns 'true', the counter condition is met. If it returns 'false', the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Defender level > 50 Defender hp <= defender.mhp * 0.50 Defender atk > attacker.def =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEMENT: x ELEMENT: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target has element X attached to it, the counter condition is met. If it isn't, the counter condition isn't met. Replace 'x' with the element ID or the element name in the database system tab. If multiple elements share the same name, priority will be given to the element with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Element: 4 Element: Fire Element: Ice =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- EVAL: code - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For those with JavaScript experience, you can use the above line to perform an eval check to see if the conditions are met for the counter skill. If the eval check returns 'true', the condition is met. If it returns 'false', the condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Eval: attacker.name() === 'Harold' Eval: defender.hpRate() <= 0.50 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEM: x ITEM: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current aciton used against the target is item x, the counter condition is met. If it isn't, the counter condition isn't met. Replace 'x' with the item ID. If you choose to use the item name, and your database has multiple items with the same name, priority will be given to the item with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Item: 30 Item: Bomb =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MAGICAL HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a magical hit, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Magical Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MULTI TARGET - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a multi target action, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Multi Target =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT CERTAIN HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is NOT certain hit, the counter condition is met. If it is, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Certain Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT COUNTER HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is NOT a counter skill, the counter condition is met. If it is, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Counter Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT ELEMENT: x NOT ELEMENT: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target has element X attached to it, the counter condition is NOT met. If it isn't, the counter condition is met. Replace 'x' with the element ID or the element name in the database system tab. If multiple elements share the same name, priority will be given to the element with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Element: 4 Not Element: Fire Not Element: Ice =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT ITEM: x NOT ITEM: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current aciton used against the target is NOT item x, the counter condition is met. If it is, the counter condition isn't met. Replace 'x' with the item ID. If you choose to use the item name, and your database has multiple items with the same name, priority will be given to the item with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Item: 30 Not Item: Bomb =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT MAGICAL HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is NOT a magical hit, the counter condition is met. If it is, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Magical Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT PHYSICAL HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is NOT a physical hit, the counter condition is met. If it is, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Physical Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT SKILL: x NOT SKILL: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current aciton used against the target is NOT skill x, the counter condition is met. If it is, the counter condition isn't met. Replace 'x' with the skill ID. If you choose to use the skill name, and your database has multiple skills with the same name, priority will be given to the skill with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Skill: 50 Not Skill: Firaga =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOT STYPE: x NOT STYPE: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is NOT a skill and skill type x, the counter condition is met. If it isn't the counter condition isn't met. Replace 'x' with the Skill Type ID. If you choose to use the skill type name and your database has multiple skill types with the same name, priority will be given to the skill type with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Not Stype: 1 Not Stype: Magic =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PHYSICAL HIT - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a physical hit, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Physical Hit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RANDOM: x% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will run a random check. There is a x% chance that this counter check will pass. If it passes, the counter condition is met. If it doesn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Random: 30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SINGLE TARGET - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a single target action, the counter condition is met. If it isn't, the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Single Target =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SKILL: x SKILL: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current aciton used against the target is skill x, the counter condition is met. If it isn't, the counter condition isn't met. Replace 'x' with the skill ID. If you choose to use the skill name, and your database has multiple skills with the same name, priority will be given to the skill with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Skill: 50 Skill: Firaga =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STYPE: x STYPE: name - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the current action used against the target is a skill and skill type x, the counter condition is met. If it isn't the counter condition isn't met. Replace 'x' with the Skill Type ID. If you choose to use the skill type name and your database has multiple skill types with the same name, priority will be given to the skill type with the highest ID. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Stype: 1 Stype: Magic =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWITCH x OFF - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If switch x is OFF (false) prior to the current action being used against the target, the counter condition is met. If it is ON (true), the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Switch 10 Off =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWITCH x ON - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If switch x is ON (ftrue) prior to the current action being used against the target, the counter condition is met. If it is OFF (false), the counter condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Switch 10 On =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VARIABLE x eval - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This runs an eval check against variable x. If the eval check returns 'true' the condition is met. If it returns 'false' then the condition isn't met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Variable 15 >= 15 Variable 16 <= 20 Variable 17 === $gameParty.aliveMembers().length =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
In-Battle Status
For those who would like to add help descriptions to states, use these following notetags: State Notetags: <Help Description> text text </Help Description> - This will set the help description of the state to the text used in the notetag. You can use text codes.
Lunatic Pack - Action Beginning and End Effects
Insert the following notetags into a skill, item, or state's notebox to give it one of these effects: --- Skill, Item, and State Notetags: <timing Action: effect> - Most of this plugin's notetags will follow the above format. 'timing' is to be replaced with either 'Begin' or 'End' while 'effect' is to be replaced by the entries in the following EFFECT section below. Insert multiple notetag entries to give your skills/items more effects. If a multitude of effects are present, then the order they'll occur will be: skill/item first, state effects based off of their state priority order from highest priority to lowest priority. =-=-=-= Action TIMING =-=-=-= <Begin Action: effect> - If the timing is 'begin', then this effect will occur after the action's cost is used. <End Action: effect> - If the timing is 'end', it will occur after all action sequences are completed at the end of the current action. =-=-=-= Action EFFECTS =-=-=-= --- Animation Effects --- <timing Action: Animation x> <timing Action: Animation x, Mirror> <timing Action: Animation x, Delay y> <timing Action: Animation x, Mirror, Delay y> - This will make the animation x play on the user performing the action. If you insert 'Mirror' into the effect line, then the animation will be mirrored. If you insert 'Delay y' and replace 'y' with a number value, the animation will be delayed y frames before playing the animation. SUGGESTED BY: Yanfly --- HP Effects --- <timing Action: +x HP> <timing Action: -x HP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of HP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x HP%> <timing Action: -x HP%> - Replace 'effect' with the above format. Replace 'x' with a HP equal to x% of the user's MaxHP to apply to the user. SUGGESTED BY: Yanfly <End Action: Drain x% Total HP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total HP damage dealt directly by the user this action to recover as HP. SUGGESTED BY: Yanfly <End Action: Recoil x% Total HP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total HP damage dealt directly by the user this action to self-damage as HP. SUGGESTED BY: Yanfly --- MP Effects --- <timing Action: +x MP> <timing Action: -x MP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of MP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x MP%> <timing Action: -x MP%> - Replace 'effect' with the above format. Replace 'x' with a MP equal to x% of the user's MaxMP to apply to the user. SUGGESTED BY: Yanfly <End Action: Drain x% Total MP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total MP damage dealt directly by the user this action to recover as MP. SUGGESTED BY: Yanfly <End Action: Recoil x% Total MP Damage> - Can only work with end actions. Use the above format. Replace 'x' with the percentage of all total MP damage dealt directly by the user this action to self-damage as MP. SUGGESTED BY: Yanfly --- TP Effects --- <timing Action: +x TP> <timing Action: -x TP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of HP you wish to apply to the user. SUGGESTED BY: Yanfly <timing Action: +x TP%> <timing Action: -x TP%> - Replace 'effect' with the above format. Replace 'x' with a TP equal to x% of the user's MaxTP to apply to the user. SUGGESTED BY: Yanfly --- Buff/Debuff Effects --- <timing Action: Add x Buff> <timing Action: Add x Buff, y Turns> <timing Action: Add x Debuff> <timing Action: Add x Debuff, y Turns> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect alter the respective stat. If using the format with 'y' turns, replace 'y' with the number of turns you wish for the buff or debuff to last. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly <timing Action: Remove x Buff> <timing Action: Remove x Debuff> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect remove the respective buff/debuff from the user if the conditions are met. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly --- State Effects --- <timing Action: Add State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to add to the user. SUGGESTED BY: Yanfly <timing Action: Remove State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to remove from the user. SUGGESTED BY: Yanfly
Turn Order Display
Insert the following notetags to give your actors and enemies unique turn order icons. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Actor and Enemy Notetags: <Turn Order Icon: x> - This sets the icon used for the actor/enemy to be x. <Turn Order Border Color: x> - This sets the border color used for the actor/enemy to text color x. <Turn Order Background Color: x> - This sets the background color used for the actor/enemy to text color x. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Actor Only Notetags: <Class x Turn Order Icon: y> - This sets it so that if the actor is a specific class, the actor will get a specific icon used for the Turn Order Display. If the actor is class x, it will receive icon y. <Hero Turn Order Icon: x> <Warrior Turn Order Icon: x> <Mage Turn Order Icon: x> <Priest Turn Order Icon: x> - If you prefer to use names instead of class ID's, you can use the above notetag format. If the actor is the named class, it will receive icon x. If you have multiple classes with the same name, priority will be given to the class with the highest ID.
Visual HP Gauges
Class and Enemy Notetags: <Hide HP Gauge> This HP gauge will always be hidden if this notetag is present. <Show HP Gauge> This HP gauge will always be shown if this notetag is present while the target is selected or taking damage. <HP Gauge Width: x> This will set the battler's HP Gauge width to x pixels. However, if this width is less than the minimum width, minimum width will take priority. <HP Gauge Height: x> This set's the HP Gauge height to x pixels. <HP Gauge Back Color: x> This changes the HP Gauge's back color to x text color. <HP Gauge Color 1: x> This changes the HP Gauge's color 1 to x text color. <HP Gauge Color 2: x> This changes the HP Gauge's color 2 to x text color.
Weak Enemy Poses
Insert the following notetags into the database entries' noteboxes to alter the weak pose data. Enemy Notetags: <x% Health Pose: filename> - At x% HP or lower, the enemy will use 'filename' for its battler image instead of its default one. The filename is case sensitive and must not include the file extension. Insert multiple of these notetags to give the enemy various poses across different health values. * NOTE: This applies only to static enemies and NOT animated enemies. <x% Health Pose: filename, hue> - At x% HP or lower, the enemy will use 'filename' for its battler image instead of its default one and a different hue instead of its default. The filename is case sensitive and must not include the file extension. The hue must be a value between 0 and 360. Insert multiple of these notetags to give the enemy various poses across different health values. * NOTE: This applies only to static enemies and NOT animated enemies. State Notetags: <Force Enemy Pose: filename> - When an enemy is afflicted with this state, the enemy would take on this battler image as long as that state is the highest priority state with a forced enemy pose. Replace 'filename' with the battler image to be used. The filename is case sensitive and must not include the file extension. * NOTE: This applies only to static enemies and NOT animated enemies. <Force Enemy Pose: filename, hue> - When an enemy is afflicted with this state, the enemy would take on this battler image as long as that state is the highest priority state with a forced enemy pose. Replace 'filename' with the battler image to be used. The filename is case sensitive and must not include the file extension. The hue must be a value between 0 and 360. * NOTE: This applies only to static enemies and NOT animated enemies.
Battle Select Cursor
You can use the following notetags to adjust the cursor settings for your actors and enemies. Actor and Enemy Notetags: <Battle Select Cursor: filename> - This will change the filename of the cursor image used for this actor or enemy when selected. The same rules apply as the ones listed in the Instructions - Cursor Filenames section of the help file. <Battle Select Cursor Anchor X: Left> <Battle Select Cursor Anchor X: Center> <Battle Select Cursor Anchor X: Right> <Battle Select Cursor Anchor Y: Top> <Battle Select Cursor Anchor Y: Middle> <Battle Select Cursor Anchor Y: Bottom> - These notetags determine where the origin point of the cursor sprite should be. <Battle Select Cursor Position X: Left> <Battle Select Cursor Position X: Center> <Battle Select Cursor Position X: Right> <Battle Select Cursor Position Y: Top> <Battle Select Cursor Position Y: Middle> <Battle Select Cursor Position Y: Bottom> - These notetags determine where the select cursor will appear on the actor or enemy when targeting them.
Buffs & States Core
The following are various notetags you can use to modify states and buffs. --- Buff Related --- Actor, Class, Enemy, Weapon, Armor, and State notetags: <Max stat Buff: +x> <Max stat Buff: -x> <Max stat Debuff: +x> <Max stat Debuff: -x> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk' without the quotes. This notetag adjusts the maximum number of times the stat can be buffed or debuffed to the Maximum Limit cap in the plugin parameters. Skill and Item Notetags: <stat Buff Turns: +x> <stat Buff Turns: -x> <stat Debuff Turns: +x> <stat Debuff Turns: -x> Modifies already applied buff/debuff turns on target by x value. If this brings a buff/debuff to 0 or below, the buff/debuff is removed. --- State Related --- State Notetags: <Show Turns> <Hide Turns> Show/hide the turn count remaining for the state. This will override the default setting. <Turn Font Size: x> Sets the font size used for this specific state to be x. This will override the default setting. <Turn Alignment: Left> <Turn Alignment: Center> <Turn Alignment: Right> This sets the text alignment for the turn count indicator. This will override the default setting. <Turn Buffer X: +x> <Turn Buffer X: -x> <Turn Buffer Y: +x> <Turn Buffer Y: -x> Allows you to adjust the x/y position manually for the turn count for this particular state. This will override the default settings. <Turn Color: x> This will set the turn count display color to text color x. This will override the default setting. <Reapply Ignore Turns> <Reapply Reset Turns> <Reapply Add Turns> Changes the rules when this state is reapplied on a battler. When ignored, the turn count remains unchanged. When reset, the turn count is set back to the default amount with variance. When added, the turn count is added upon with variance. Skill and Item Notetags: <State x Turns: +y> <State x Turns: -y> <State named Turns: +y> <State named Turns: -y> Modifies already applied state x turns on target by y value. If this brings the state to 0 or below turns, the state is removed. If you are using named states and have multiple states with the same name, priority will be given to the state with the highest ID. Enemy Notetags: <Show State Turns> <Hide State Turns> Affected by the Battle Engine Core. When selecting enemies, the state turns will show up in the help window. You can use this to have certain enemies show the state turns or hide them.
Extended Damage Over Time
Insert the following notetags into your states to achieve their respective damage over time effects. State Notetags: --- <Regen Animation: x> <DoT Animation: x> - This will make the state play animation x for regen/damage over time if there is any healing or damage dealt through the extended damage over time formulas used below. Examples: <Regen Animation: 41> // Play animation 41 when regen occurs <DoT Animation: 59> // Play animation 59 when DoT occurs * NOTE: Animations will only occur if it is used with one of the below formulas and the formula does not yield a 0 value. --- <Regen Formula: x> - This will make the affected battler regenerate x HP each turn. You can use either a formula or a numeric value in place of 'x'. Examples: <Regen Formula: 100> // Regen 100 HP exactly each turn <Regen Formula: a.mdf * 2> // Regen HP equal to the origin's MDF --- <DoT Formula: x> - This will make the affected battler take x HP damage each turn. You can use either a formula or a numeric value in place of 'x'. Examples: <DoT Formula: 100> // Damage 100 HP exactly each turn <DoT Formula: a.mat * 2> // Damage HP equal to the origin's MAT --- <Regen Element: x> <DoT Element: x> - This will make the healing/damage done by this state to be element 'x'. This will take into consideration the target's elemental rates towards that element. If this is left blank, there will be no element modifiers. Examples: <Regen Element: 4> // Healing done will be affected by element 4. <DoT Element: 5> // Damage done will be affected by element 5. --- <Regen Variance: x%> <DoT Variance: x%> - The amount of variance you want the DoT effect to have. Replace x with a percentage value. If this is left blank, the settings in the plugin parameters will be used by default. Examples: <Regen Variance: 10%> // Regen will have 10% healing variance <DoT Variance: 20%> // DoT will have 20% damage variance
Lunatic Pack - State Protection
Insert the following notetags into a skill or item's notebox to give it one of these effects: --- State Notetags: <Protection Animation: x> - If a protection effect goes off, it will display animation x on the protected unit. This animation will be played in place of the default animation to indicate the effect has taken place. <type Protection: effect> - Most of this plugin's notetags will follow the above format. 'type' will be replaced with either 'HP', 'MP', or 'Both' to indicate which damage types will be protected against. Replace 'effect' with one of the effects found below. Insert multiple entries of this notetag to give it multiple effects. The order of effects will be played by the order they're inserted into the notebox. =-=-=-= Protection EFFECTS =-=-=-= --- Damage Reduction --- <type Protection: Damage Cut x%> - Replace 'x' with a number. Will reduce damage by x% of the original damage value and not the current value. SUGGESTED BY: Yanfly <type Protection: Damage Block -x> <type Protection: Damage Block +x> - Replace 'x' with a flat value you wish to block (or increase) damage by. This is a flat change to the damage final value. SUGGESTED BY: Yanfly --- Damage Nullifiers --- <type Protection: Damage Null x%> - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you wish to set as the break point. If the damage value is less than or equal to the break point, damage will be nullified and set to zero. SUGGESTED BY: Yanfly <type Protection: Damage Barrier x%> - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you wish to set as the break point. If the damage value is less than or equal to the break point, damage will be nullified and set to zero. SUGGESTED BY: Yanfly --- Damage Cappers --- <type Protection: Damage Ceiling x%> - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you wish to set as the break point. If the current damage value is above the break point, the damage value will become the break point. SUGGESTED BY: Yanfly <type Protection: Damage Floor x%> - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you wish to set as the break point. If the current damage value is below the break point, the damage value will become the break point. SUGGESTED BY: Yanfly --- Death Cheaters --- <HP Protection: Guts x%> - Works only with HP type. Replace 'x' with the success rate percentage you wish to give this effect. If the affected target were to receive fatal damage as a result of this attack, there would be a x% chance the target would be able to survive with 1 HP left. This will not trigger if the target has exactly 1 HP left. SUGGESTED BY: Yanfly <HP Protection: True Guts x%> - Works only with HP type. Replace 'x' with the success rate percentage you wish to give this effect. If the affected target were to receive fatal damage as a result of this attack, there would be a x% chance the target would be able to survive with 1 HP left. Unlike the regular guts, this remain in effect even if the user is at exactly 1 HP left. SUGGESTED BY: Joshua Pactor <HP Protection: Fatal Damage Absorbx %> - Works only with HP type. Replace 'x' with the success rate percentage you wish to give this effect. If the affected target were to receive fatal damage as a result of this attack, the target would receive the damage as recovered health instead. SUGGESTED BY: Shaun Pattenden --- Triggers --- <type Protection: Trigger Removal x%> - If any of this state's protection effects have been triggered/activated, then remove this state as a result of the effect happening. Replace 'x' with the success rate you wish for this effect to occur. SUGGESTED BY: Yanfly <type Protection: Trigger Add x Buff> <type Protection: Trigger Add x Buff, y Turns> <type Protection: Trigger Add x Debuff> <type Protection: Trigger Add x Debuff, y Turns> - If any of this state's protection effects have been triggered/activated, then add a buff/debuff for parameter 'x'. Replace 'x' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. You can replace 'y' with the number of turns the buff/debuff will last. If you do not use the notetag variant with the turn count, then it will default to 5 turns. SUGGESTED BY: Yanfly <type Protection: Trigger Remove x Buff> <type Protection: Trigger Remove x Debuff> - If any of this state's protection effects have been triggered/activated, then remove a buff/debuff for parameter 'x'. Replace 'x' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. SUGGESTED BY: Yanfly <type Protection: Trigger Add State x> - If any of this state's protection effects have been triggered/activated, then add state 'x' onto the target. Replace 'x' with the state ID you wish to apply to the target. SUGGESTED BY: Yanfly <type Protection: Trigger Remove State x> - If any of this state's protection effects have been triggered/activated, then remove state 'x' onto the target. Replace 'x' with the state ID you wish to remove from the target. SUGGESTED BY: Yanfly =-=-=-= Examples =-=-=-= <HP Protection: Damage Cut 70%> - This will reduce incoming HP damage for the affected unit by 70% meaning only 30% of the damage will go through. <HP Protection: Damage Block -500> <HP Protection: Damage Null 20%> - This will reduce incoming HP damage for the affected unit by a flat 500 first. If the damage is less than 20% of the unit's MaxHP, then it will be nullified completely. <MP Protection: Damage Barrier 20%> - If the affected unit receives MP damage and the MP damage is more than 20% of the unit's MaxMP, nullify that damage completely. <HP Protection: Damage Ceiling 30%> - If the affected unit receives HP damage and the HP damage is more than 30% of the unit's MaxHP, then the damage will be reduced to equal 30% of the unit's MaxHP. <HP Protection: Guts 100%> <HP Protection: Trigger Removal 100%> - If the affected unit receives HP damage that would be fatal, the damage is reduced until the unit would be left with 1 HP left. At that point, the state that gives the Guts effect will be removed.
State Categories
Use the following notetags to alter various properties revolving around state categories for your database objects. State Notetags: <Category: text> Adds the 'text' category to this state. You can insert multiples of this notetag to give a state multiple categories. <Category: Bypass Death Removal> Adds the 'Bypass Death Removal' category to the state. This is a category utilized by the plugin to bypass removal of it upon death. <Category: Bypass Recover All Removal> Adds the 'Bypass Recover All Removal' category to the state. This is a category utilized by the plugin to bypass removal of it upon using the Recover All event. <Category: Group Defeat> Adds the 'Group Defeat' category to the state. If all group members are afflicted by states that have this effect, it is considered a lost battle. Skill and Item Notetags: <Remove State Category: text> Causes this action to remove all states from category 'text' from the action's target. This will not attempt to remove passive states. <Remove x State Category: text> Causes this action to remove x states from category 'text' from the action's target. The states removed will be the front x states of highest to lowest priority with the matching category text. This will not attempt to remove passive states.
Visual State Effects
You can use the following notetags to give different various visual effects for your states. State Notetags: <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> - This allows you to set a custom motion when the battler is affected by this state. If a battler has multiple states with custom motions, then priority will go to the state with the highest priority number (in the database) with this state motion notetag. <State Animation: x> - If a battler is affected by a state with this notetag, then a repeating animation x will play on the battler while in battle. If a battler is affected by multiple states with this notetag, then priority will go to the state with the highest priority number (in the database) with this state animation notetag.
Collectible Card Game
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.
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<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.
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<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.
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<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.
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<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.
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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.
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<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.
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<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.
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<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.
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<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.
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<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.
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<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.
Class Change Core
The following are some notetags you can use with the Class Change Core plugin. Actor Notetags: <Unlock Class: x> <Unlock Class: x, x, x> <Unlock Class: x to y> This actor will have class(es) x unlocked at the start of the game in addition to its current class and access to any of the global classes. <Cannot Change Class> This prevents this actor from being able to change primary classes. This could be reversed from plugin commands, however. <Class x Character: filename y> When this actor's class is x, the actor's character sprite will become 'filename' and index y on the fieldmap. <Hero Character: filename y> <Warrior Character: filename y> If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor's character sprite will become 'filename' and index y on the fieldmap. <Class x Face: filename y> When this actor's class is x, the actor's face graphic will become 'filename' and index y for menus. <Hero Face: filename y> <Warrior Face: filename y> If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor's face graphic will become 'filename' and index y for menus. <Class x Battler: filename> When this actor's class is x, the actor's battler sprite will become 'filename' in battle. <Hero Battler: filename> <Warrior Battler: filename> If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor's battler sprite will become 'filename' in battle. Class Notetags: <Icon: x> Sets the icon for this class to x. This icon is used in the Class Change menu listing. <Use Nickname> This will cause the class to use the nickname used by the actor instead of the class name. <Help Description> Text Text </Help Description> Sets the help description for the class to the specified text. <Level Unlock Requirements> Class x: Level y Class x: Level y </Level Unlock Requirements> Sets the requirements for unlocking that particular class. The unlocking of the class will require classes x to be at level y. Insert multiple of the strings in between the two opening and closing notetags to require all of the class levels to be met. <Level Unlock Requirements> Hero: Level y Warrior: Level y </Level Unlock Requirements> If you prefer to use class names instead of the class ID, use the above format. This will set the level requirement for the mentioned class to y. If there are multiple classes with the same name, the class with the highest ID value will be taken.
Subclass
You can use the following notetags to modify subclassing aspects. Actor Notetag: <Subclass: x> Sets the actor's default subclass to x. <Cannot Change Subclass> This prevents this actor from being able to change subclasses. This could be reversed from plugin commands, however. <Restrict Class: x> <Restrict Class: x, x, x> <Restrict Class: x to y> This particular actor cannot switch his or her primary class to class(es) x (to y). This does not apply to the subclass. The actor can still change to this class via event. <Restrict Subclass: x> <Restrict Subclass: x, x, x> <Restrict Subclass: x to y> This particular actor cannot switch his or her subclass to class(es) x (to y). This does not apply to the primary class. The actor can still change to this subclass via event. Class Notetags: <Primary Only> This class can only be class changed to a primary class and nothing more. Actors can still change to this class via event. <Subclass Only> This class can only be class changed to a subclass and nothing more. Actors can still change to this subclass via event. <Subclass x Combo Name: text> If this class is the primary and the subclass is class ID x, then the class name displayed will be 'text'. For example, if the class combination is Warrior/Wizard, the name can appear as Spellblade. <Hero Combo Name: text> <Warrior Combo Name: text> If you choose to use the class's name instead, you can write out the name of the class in place of Subclass x. If you have multiple classes with the same name, priority will be given to the class with the highest ID. Skill and Item Notetags: <Require Class: x> <Require Class: x, x, x> <Require Class: x to y> Replace x with the class's ID. This skill/item can only be used by the listed class(es) x. This does not apply to enemies. <Require Subclass: x> <Require Subclass: x, x, x> <Require Subclass: x to y> Replace x with the class's ID. This skill/item can only be used by the listed subclass(es) x. This does not apply to enemies.
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.
Damage Core
The following are some notetags you can use to modify the damage caps. Skill and Item Notetag: <Bypass Damage Cap> This causes the skill/item to ignore the damage cap and go with the regular value of the calculated damage. This will cancel out any damage cap effects otherwise. This will take priority over any damage cap breaking effects. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Bypass Damage Cap> This will cause the related battler to bypass any damage capping effects and its skills/items will go with the uncapped calculated value. <Damage Cap: x> <Heal Cap: x> This will set the skill to have a damage/healing cap of x. This will cancel out any damage cap bypassers. If a battler has more than one damage cap, it will go with the highest value. This means if an actor that has a weapon that brings the damage cap to 99,999 and an accessory that brings the damage cap to 999,999, then the battler's damage cap will be the highest value of 999,999.
Armor Scaling
You may use these notetags to adjust various factors for armor scaling rates and calculations. Skill and Item Notetags: <Armor Reduction: x> Causes the skill/item to reduce the target's armor level by x. This is calculated first above everything else. <Armor Reduction: x%> Causes the skill/item to reduce the target's armor level by x%. This is calculated second but is ignored if the armor level is less than 0. <Armor Penetration: x%> Causes the skill/item to reduce the target's armor level by x% (but will not go past 0). This is calculated third. <Armor Penetration: x> Causes the skill/item to reduce the target's armor level by x (but will not go past 0). This is calculated last. <Bypass Armor Scaling> This notetag allows you to bypass the armor scaling process for this individual skill/item. Actor, Class, Enemy, Weapon, Armor, State Notetags: <Physical Armor Reduction: x> Causes this actor to lose x armor when targeted by physical skills/items. This is calculated first. <Magical Armor Reduction: x> Causes this actor to lose x armor when targeted by magical skills/items. This is calculated first. <Certain Armor Reduction: x> Causes this actor to lose x armor when targeted by certain skills/items. This is calculated first. <Physical Armor Reduction: x%> Causes this actor to lose x% armor when targeted by physical skills/items. This is calculated second. <Magical Armor Reduction: x%> Causes this actor to lose x% armor when targeted by magical skills/items. This is calculated second. <Certain Armor Reduction: x%> Causes this actor to lose x% armor when targeted by certain skills/items. This is calculated second. <Physical Armor Penetration: x%> Causes this actor to cause the target to lose x% armor when using a physical skills/items. This is calculated third. <Magical Armor Penetration: x%> Causes this actor to cause the target to lose x% armor when using a magical skills/items. This is calculated third. <Certain Armor Penetration: x%> Causes this actor to cause the target to lose x% armor when using a physical skills/items. This is calculated third. <Physical Armor Penetration: x> Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a physical skills/items. This is calculated last. <Magical Armor Penetration: x> Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a magical skills/items. This is calculated last. <Certain Armor Penetration: x> Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a certain skills/items. This is calculated last.
Critical Control
You may use these notetags to adjust various factors for critical success rates and critical damage adjustments. Skill and Item Notetags: <Critical Rate: x%> This sets the skill/item's critical hit rate to x%, ignoring any critical hit rate bonuses the user may have and ignoring any critical hit evasion bonuses the target may have. *Note: Using this tag sets the skill/item to enable Critical Hits. <Critical Rate: x.y> This sets the skill/item's critical hit rate to the float x.y, ignoring any critical hit rate bonuses the user may have and ignoring any critical hit evasion bonuses the target may have. *Note: Using this tag sets the skill/item to enable Critical Hits. <Critical Multiplier: x%> This sets the skill/item's critical damage multiplier as x% while still factoring in the user's critical damage multiplier bonuses. *Note: Using this tag sets the skill/item to enable Critical Hits. <Critical Multiplier: x.y> This sets the skill/item's critical damage multiplier as x.y while still factoring in the user's critical damage multiplier bonuses. *Note: Using this tag sets the skill/item to enable Critical Hits. <Flat Critical: x% stat> Increases the skill/item's flat critical bonus by x% of 'stat'. Replace 'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Using multiple instances of this notetag will override the previous. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Critical Multiplier: +x%> <Critical Multiplier: -x%> Alters the damage of a critical hit by x% for this actor, class, enemy, weapon, armor, or state. This is an additive trait. <Flat Critical: +x> <Flat Critical: -x> Alters the damage of a critical hit by +x or -x for this actor, class, enemy, weapon, armor, or state. This is an additive trait. <Certain Hit Critical Rate: +x%> <Certain Hit Critical Rate: -x%> Alters the critical hit rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait. <Physical Critical Rate: +x%> <Physical Critical Rate: -x%> Alters the physical critical rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait. <Magical Critical Rate: +x%> <Magical Critical Rate: -x%> Alters the magical critical rate chance of certain hit skills for the user by +x% or -x% if this notetag exists in the actor, class, enemy, weapon, armor, or state notetags. This is an additive trait.
Lunatic Pack - Critical Sway
Insert the following notetags into a skill or item's notebox to give it one of these effects: --- Skill, Item, State Notetags: <Custom Critical Rate: effect> - Most of this plugin's notetags will follow the above format. Replace 'effect' with one of the following entries from the EFFECT section below. Insert multiple entries to give your skills/items/states multiple effects. If there are multiple effects that modify the critical hit rate, they will go in the order of the skill/item first, then in priority order for the user's states. Multiple entries of the same notetag effect can stack with one another unless mentioned otherwise. <Custom Critical Rate: effect, nonstackable> - Using the above notetag format and sticking on 'nonstackable' at the end of the effect will make it nonstackable with other modifiers of the same type. As a result, only the first entry of a similar effect will go through regardless of whether or not the effect is stronger or weaker. It will go through in the order of skill/item first, then in priority order for the user's states. Not all effects can become nonstackable. Effects listed below will suggest if they can become nonstackable. =-=-=-= Effect CONDITIONS =-=-=-= --- User Param Rate --- <Custom Critical Rate: x Pride y%> <Custom Critical Rate: x Pride y%, nonstackable> - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the attacker's current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y' with a percentage value on how much you'd want this modifier to matter. The higher the attacker's HP, MP, or TP rate, the higher the modifier. SUGGESTED BY: Yanfly <Custom Critical Rate: x Crisis y%> <Custom Critical Rate: x Crisis y%, nonstackable> - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the attacker's current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y' with a percentage value on how much you'd want this modifier to matter. The higher the attacker's HP, MP, or TP rate, the higher the modifier. SUGGESTED BY: Yanfly --- Target Param Rate --- <Custom Critical Rate: x Hero y%> <Custom Critical Rate: x Hero y%, nonstackable> - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the defender's current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y' with a percentage value on how much you'd want this modifier to matter. The higher the defender's HP, MP, or TP rate, the higher the modifier. SUGGESTED BY: Yanfly <Custom Critical Rate: x Bully y%> <Custom Critical Rate: x Bully y%, nonstackable> - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the defender's current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y' with a percentage value on how much you'd want this modifier to matter. The higher the defender's HP, MP, or TP rate, the higher the modifier. SUGGESTED BY: Yanfly --- Element Rate --- <Custom Critical Rate: Element Rate x%> <Custom Critical Rate: Element Rate x%, nonstackable> - If the current action has an element attached to it, this effect will adjust the critical hit rate based off the target's damage rate against the action's element. Replace 'x' with a percentage value of how much you want the element rate to influence the critical hit rate. SUGGESTED BY: Yanfly --- State Modifiers --- <Custom Critical Rate: User States +x%> <Custom Critical Rate: User States -x%> <Custom Critical Rate: User States +x%, nonstackable> <Custom Critical Rate: User States -x%, nonstackable> - Alters the critical rate for the current action based off the number of states the user has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per state. SUGGESTED BY: Yanfly <Custom Critical Rate: Target States +x%> <Custom Critical Rate: Target States -x%> <Custom Critical Rate: Target States +x%, nonstackable> <Custom Critical Rate: Target States -x%, nonstackable> - Alters the critical rate for the current action based off the number of states the target has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per state. SUGGESTED BY: Yanfly --- Buff Modifiers --- <Custom Critical Rate: User Buffs +x%> <Custom Critical Rate: User Buffs -x%> <Custom Critical Rate: User Buffs +x%, nonstackable> <Custom Critical Rate: User Buffs -x%, nonstackable> - Alters the critical rate for the current action based off the number of buff types the user has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per buff type. This does not include the stacks per buff. SUGGESTED BY: Yanfly <Custom Critical Rate: Target States +x%> <Custom Critical Rate: Target States -x%> <Custom Critical Rate: Target States +x%, nonstackable> <Custom Critical Rate: Target States -x%, nonstackable> - Alters the critical rate for the current action based off the number of buff types the target has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per buff type. This does not include the stacks per buff. SUGGESTED BY: Yanfly --- Debuff Modifiers --- <Custom Critical Rate: User Buffs +x%> <Custom Critical Rate: User Buffs -x%> <Custom Critical Rate: User Buffs +x%, nonstackable> <Custom Critical Rate: User Buffs -x%, nonstackable> - Alters the critical rate for the current action based off the number of debuff types the user has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per debuff type. This does not include the stacks per debuff. SUGGESTED BY: Yanfly <Custom Critical Rate: Target States +x%> <Custom Critical Rate: Target States -x%> <Custom Critical Rate: Target States +x%, nonstackable> <Custom Critical Rate: Target States -x%, nonstackable> - Alters the critical rate for the current action based off the number of debuff types the target has. The amount altered will be determined by the percent 'x' to increase/decrease the current critical hit rate per debuff type. This does not include the stacks per debuff. SUGGESTED BY: Yanfly =-=-=-= Effect EXAMPLES =-=-=-= <Custom Critical Rate: TP Pride 50%> - This will raise the user's critical hit rate relative to the user's current TP rate up to 50% (every 1 TP will add 0.5% critical hit rate). <Custom Critical Rate: HP Crisis 200%> <Custom Critical Rate: HP Hero 50%> - This will raise the user's critical hit rate based off how low the user's current HP is and how high the target's current HP is. For every 1% HP the user is missing, the critical hit rate will increase by 2% and for every 1% HP the target has, the critical hit rate will also increase by 0.5%. <Custom Critical Rate: Element Rate 100%> - This will alter the user's critical hit rate against the target if the current action is elemental. If the target is 200% weak to the element, then the critical hit rate will also be increased by 200%. If the target is 50% resistant against the element, then the critical hit rate will also be adjusted to be 50% lower. <Custom Critical Rate: Target States +5%> - This will raise the user's critical hit rate by 5% for every state the target is affected by. <Custom Critical Rate: User Buffs +3%> <Custom Critical Rate: Target Debuffs +6%> - This will raise the user's critical hit rate by 3% for every buff the user has and by 6% for every debuff the target has.
Element Core
Use these notetags if you wish to modify various aspects of elements for your database objects. Skill and Item Notetags <Bypass Element Reflect> - Allows this skill/item to ignore elemental reflect properties. This will not bypass reflect properties as a whole, however. <Multiple Elements: x> <Multiple Elements: x to y> <Multiple Elements: x, x, x> <Multiple Elements: name, name, name> - This adds elements x (or name) to the skill/item in addition to the skill/item's current element. Skills and items with multiple elements will follow the Multi-Element Rule when calculating damage rate. Insert more of this notetag to insert more elements. <Multi-Element Rule: Lowest> <Multi-Element Rule: Add> <Multi-Element Rule: Multiply> <Multi-Element Rule: Highest> <Multi-Element Rule: Average> - This allows you to set the rule for this skill/item if it has multiple elements. Either the lowest rate, the additive sum of all rates, the multiplicative product of all rates, or the highest rate will be used. If average is used, it will be the average of all element rates. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Element Absorb: x> <Element Absorb: x, x, x> <Element Absorb: name> <Element Absorb: name, name, name> - Causes element x to be absorbed and heals the battler. When an element is absorbed, the rate goes down by 200% instead of being just an inverse. This is so that battlers that are originally resistant to the element will absorb more of the element while battlers that are originally vulnerable to the element will absorb less of the element. The minimum amount absorbed is 0.01%. <Element Reflect x: +y%> <Element Reflect x: -y%> <Element Reflect name: +y%> <Element Reflect name: -y%> - Increases or decreases the rate to reflect element x by y%. If a skill or item has multiple elements, the reflect rate is added for each element used by the skill/item. <Element Magnify x: +y%> <Element Magnify x: -y%> <Element Magnify name: +y%> <Element Magnify name: -y%> - If the user performs a skill or item that utilizes element x (or name), increase or decrease its damage by y%. If a skill or item has multiple elements, the rate is increased additively for each element and adjusted multiplicatively with base rate. This bottoms out at 0%. <Element Amplify x: +y%> <Element Amplify x: -y%> <Element Amplify name: +y%> <Element Amplify name: -y%> - If the user performs a skill or item that utilizes element x (or name), increase or decrease its damage by y%. If a skill or item has multiple elements, the rate is increased additively for each element and adjusted additively for base rate. <Element Null> - This will cause the battler to not have elemental attacks when using skills and items. However, this will not bypass the 'Force Element' action sequence effect. <Force Element x Rate: y%> <Force Element name Rate: y%> - This forces the battler's elemental rate for x (or named) to be y%. This will work in a priority setting of states (highest priority to lowest), equips (first to last), then class, then actor/enemy if more than one notetag is used for the same element. If y is negative, the element is absorbed.
Enemy Levels
You can use these notetags to adjust how enemy levels are handled individually per enemy. Enemy Notetags: <Show Level> <Hide Level> This will cause the enemy to show or hide its level upon target selection. <Minimum Level: x> <Maximum Level: x> This sets the enemy's minimum and maximum levels respectively to x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap. <Static Level: x> This sets the enemy's starting level to exactly x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap. <Starting Level Type: x> This sets the enemy's starting level type to x from 0 to 5. Refer to the 'Default Level Types' party of the Help File. <Positive Level Fluctuation: x> <Negative Level Fluctuation: x> This sets the positive/negative level fluctuation for the enemy. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined. <Level Fluctuation: x> This sets both the positive and negative level fluctuation for the enemy to x. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined. <stat Rate: +x% per level> <stat Rate: -x% per level> <stat Rate: +x.y per level> <stat Rate: -x.y per level> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'exp', or 'gold'. This will set this enemy to have an increase or decrease of x% rate per level. If you use the x.y formula, it will have a rate increase of +x.y or -x.y per level. <stat Flat: +x per level> <stat Flat: -x per level> <stat Flat: +x.y per level> <stat Flat: -x.y per level> Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'exp', or 'gold'. This will set this enemy to have an increase or decrease of flat x value per level. If you use the x.y formula, it will have a flat increase of +x.y or -x.y per level. <Resist Level Change> This will cause the enemy to be immune to any form of level changing through skills and items. However, the enemy is not immune to any level changing through script calls. <Skill x Require Level: y> <Skill name Require Level: y> If this enemy is to use skill x (or named skill), it must be at least level y to be able to use it. If the enemy is under level y, the skill will be sealed and cannot be used. <Ignore Level Bonus> This will cause the enemy to ignore all the stat changes added by levels and use its base stats as its current level stats. Any changes to its current level will not alter the enemy's stats. Skill and Item Notetags: <Reset Enemy Level> This will reset the target enemy's level back to what it was at the start of battle. <Change Enemy Level: +x> <Change Enemy Level: -x> If this action is used against an enemy, it will change the enemy's level by +x or -x. If an action contains both a reset and level change, the reset will occur first before the level change.
Difficulty Slider
There is a notetag you can use for the Difficulty Slider plugin. Enemy Notetag: <Unaffected by Difficulty Slider> - This will make the enemy's level unaffected by the difficulty slider, meaning the enemy will always be at 100% its current calculated level.
Enemy Base Parameters
You can use this notetag to base an enemy's stats on a class. Enemy Notetag: <Base Parameters on Class: x> - This will base all parameters except for 'exp' and 'gold' on class x. * Note: This will take priority over the custom enemy parameters. <Base stat Parameter on Class: x> - This will base the specific 'stat' parameter on class x. Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. * Note: This will take priority over the custom enemy parameters.
Enhanced TP
You can use the following notetags to adjust the various settings for TP. Actor and Enemy Notetags: <TP Mode: x> This will set the actor's default TP mode to x. If this notetag isn't used then the actor will default to the mode within the plugin's parameters. <Unlock TP Mode: x> <Unlock TP Mode: x, x, x> <Unlock TP Mode: x to y> This unlocks what TP modes the actor can use by default. This tag will add upon the default unlocks already preset in the plugin's parameters. Skill and Item Notetags: <Unlock TP Mode: x> <Unlock TP Mode: x, x, x> <Unlock TP Mode: x to y> This will cause the target to unlock TP mode x (to y). This will make the TP mode available in the TP menu. Skill Notetags: <Learn Unlock TP Mode: x> <Learn Unlock TP Mode: x, x, x> <Learn Unlock TP Mode: x to y> When this skill is learned, unlock TP mode x (to y) in the process of also learning it. This will make the TP mode available in the TP menu.
Equip Battle Skills
The following notetags adjust various aspects about equippable battle skills. Actor Notetag: <Starting Skill Slots: x> This sets the actor's starting skill slots to x amount. This value will not allow the actor to bypass the Maximum Skills limit. Skill Notetags: <Equip stat: +x> <Equip stat: -x> Replace 'stat' with 'HP', 'MP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have that stat increase or decrease by x amount while the skill is equipped for battle. <Equip State: x> <Equip State: x, x, x> <Equip State: x through x> This causes the actor to be affected by state x while the skill is equipped for battle. <Unequippable> This skill cannot be equipped no matter what. <All Access Equippable> This makes the skill equippable whether the actor has the available skill type needed for the skill or not. <Access Only Equippable> This makes the skill equippable only for actors with the specific skill type. Actors without access to the skill type cannot equip it. Class, Skill, Weapon, Armor, and State Notetags: <Equip Skill Slots: +x> <Equip Skill Slots: -x> This increases or decreases the amount of skills the actor can equip for battle by x. This value will not allow the actor to bypass the Maximum Skills Limit.
Equip Skill Tiers
The following are notetags that alter the tier settings of skills. Skill Notetag <Skill Tier: x> Sets the skill's tier to x, making it limited by the restrictions applied by the actor. Actor, Class, Skill, Weapon, Armor, and State Notetags <Skill Tier x Slots: +y> <Skill Tier x Slots: -y> Increases or decreases the skill tier for tier x by y slots. The changes made here do not go under 0 nor do they bypass the maximum battle skills equip limit.
Equip Core
You can use the following notetags to change a class's equipment setup. Class Notetags: <Equip Slot: x> Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5> <Equip Slot: x, x, x> Changes this class's equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database's Types tab and look for the ID type. If you don't like the above method for setting equipment slots, you can use the following notetags instead: <Equip Slot> Example: <Equip Slot> string Weapon string Armor string Accessory string Accessory </Equip Slot> </Equip Slot> Replace 'string' with the Equipment type's name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag. 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. Changes made here alter the base parameters.
Change Battle Equip
Use the following notetags to alter how the Change Battle Equip command functions for your actors in battle. Actor, Class, Weapons, Armors, and State Notetags: <Change Battle Equip Cooldown: +x> <Change Battle Equip Cooldown: -x> Increases or decreases the number of turns an actor has to wait in battle before the actor can change equips again by x amount. <Disable Change Battle Equip> This will disable the ability to change equipment mid-battle for the related actor.
Equip Requirements
You can use these notetags to implement requirements onto your weapons and armors. These notetags will have to be set up in a certain way: Weapon and Armor Notetags: <Equip Requirement> requirement requirement </Equip Requirement> - The main requirements will have to be placed in between these notetags. You can have a multitude of requirements for your weapons/armors. Replace 'requirement' with any of the following below: Weapon and Armor Requiprements: 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, any bonuses received by equipment and/or permanent stat increases. class: x class: name - This will make the piece of equipment require the actor to be class x. If 'name' is used, priority will be given to the class with the highest ID in the database. Insert multiple of these requirements to add more classes. Having multiple classes will mean that the actor can be any of those classes to be able to equip the gear. skill: x 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. Insert multiple of these requirements to add more skills. Having multiple skills means the actor must have learned ALL of the skills to be able to equip the gear. *NOTE: The actor needs to have LEARNED the skill. This means that if you have added a skill to the actor's skill library 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. unique only - This will make the piece of equipment to be "unique", rendering the actor to be unable to wear more than 1 of its kind.
Extra Enemy Drops
- Generic Drop
Use the following notetags to determine extra enemy drops. These drops will drop normally without any special conditions other than having to go through and pass a random number generator. Enemy Notetags: <Item x: y%> <Weapon x: y%> <Armor x: y%> Adds item, weapon, or armor ID of x to the enemy's drop pool with a y% chance of dropping the item. Insert multiples of this notetag to add more drop items for the enemy drop pool. <Enemy Drops> Item x: y% Weapon x: y% Armor x: y% </Enemy Drops> Alternatively, using the above notetag format will allow you to group a large number of enemy drops together. Replace x with the item, weapon, or armor ID to give the item a drop rate of y%. <Drop Potion: x%> <Drop Short Sword: x%> <Drop Feather Cap: x%> If you prefer to use names instead, you can use the above format for the notetags. This will make the named item have a drop rate of x%. If you have multiple items in your database with the same name, priority will be given to the item with the highest ID in the order of item, weapons, then armors. Insert multiple multiples of this notetag to add more drop items for the enemy drop pool. <Enemy Drops> Potion: x% Short Sword: x% Feather Cap: x% </Enemy Drops> Alternatively, you can write your notetag like such to group together a list of named items. This will make the named item have a drop rate of x%. If you have multiple items in your database with the same name, priority will be given to the item with the highest ID in the order of item, weapons, then armors. Insert multiple multiples of this notetag to add more drop items for the enemy drop pool.
- Conditional Drop
Sometimes, you want certain conditions to be met before enemies will drop a specific item. These conditional drops would have a 0% chance otherwise. For each condition met, you can increase or decrease the drop rate. Use the below format to create a conditional drop. Enemy Notetags: <Conditional Item x Drop> condition: +y% condition: -y% </Conditional Item x Drop> <Conditional Weapon x Drop> condition: +y% condition: -y% </Conditional Weapon x Drop> <Conditional Armor x Drop> condition: +y% condition: -y% </Conditional Armor x Drop> The above notetags will create the conditions for item, weapon, or armor x to drop. Insert various conditions in between the notetags to produce the conditional rate increases or decreases of y% for the drop. <Conditional Named Drop> condition: +y% condition: -y% </Conditional Named Drop> If you prefer to name your drop, use the above format. If database entries have matching names, priority will be given to the item with the highest ID in the order of items, weapons, then armor. Insert various conditions in between the notetags to produce the conditional rate increases or decreases for y% for the drop. The following are various conditions you may use: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ALIVE MEMBERS EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This checks the number of alive party members the player has when the drops are being calculated and made and runs it against an eval check. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Alive Members > 1: +20% Alive Members === 2: +25% Alive Members <= 3: -30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ALWAYS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This condition will always pass. This can be used as setting a base rate for the item drop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Always: +50% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- item x COUNT EVAL weapon x COUNT EVAL armor x COUNT EVAL named item COUNT EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This checks the quantity of specific items, weapons, armors, and/or named items you have. If you choose a named item and multiple database entries share the name of that named item, priority will be given to the highest ID in the order of items, weapons, and then armor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Item 1 Count > 1: +20% Weapon 2 Count === 2: +25% Armor 3 Count <= 3: -30% Potion Count >= 4: +35% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DEAD MEMBERS EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This checks the number of dead party members the player has when the drops are being calculated and made and runs it against an eval check. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Dead Members > 1: +20% Dead Members === 2: +25% Dead Members <= 3: -30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DEATH TURN EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will run an eval check to compare the turn number the enemy has died. This effect requires the Battle Engine Core. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Death Turn > 5: +10% Death Turn === 5: +20% Death Turn <= 4: +30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENEMY LEVEL EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will run an eval check to compare the enemy's level. This effect requires the YEP Enemy Levels plugin. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Enemy Level === 10: +30% Enemy Level <= 5: -20% Enemy Level >= 15: +10% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- EVAL code - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will run an eval check for the code you've inserted. If it returns true then the condition is met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Eval user.name() === 'Bat A': +30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LAST STRIKE SKILL X LAST STRIKE ITEM X LAST STRIKE named - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This checks to see if the last strike on the enemy is item x, skill x, or a named action. If a named action is used and multiple database entries share the name of the action, priority will be given to the highest ID in the order of skills then items. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Last Strike Skill 40: +20% Last Strike Item 50: -30% Last Strike Firaga: +40% Last Strike Ice Bomb: -50% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PARTY MEMBERS EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This checks the number of party members (dead or alive) the player has when the drops are being calculated and made and runs it against an eval check. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Party Members > 1: +20% Party Members === 2: +25% Party Members <= 3: -30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RANDOM X% - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This condition has a random x% chance to pass. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Random 20%: +40% Random 30%: -60% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIMES ELEMENT X STRUCK EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This compares the number of times the enemy has been struck by element x. You can also replace x with the name of the item. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Times Element Fire Struck > 6: +10% Times Element 3 Struck === 5: -10% Times Element Thunder <= 4: +20% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIMES ITEM X STRUCK EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This compares the number of times the enemy has been struck by item x. You can also replace x with the name of the item. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Times Item Bomb Struck > 6: +10% Times Item 42 Struck === 5: -10% Times Item Uni Struck <= 4: +20% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIMES SKILL X STRUCK EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This compares the number of times the enemy has been struck by skill x. You can also replace x with the name of the skill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Times Skill Firaga Struck > 6: +10% Times Skill 40 Struck === 5: -10% Times Skill Thundaga Struck <= 4: +20% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIMES STATE X STRUCK EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This compares the number of times the enemy has been struck by state x. You can also replace x with the name of the state. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Times State 4 Struck > 6: +10% Times State Blind Struck === 5: -10% Times State Silence Struck <= 4: +20% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIMES STYPE X STRUCK EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This compares the number of times the enemy has been struck by skill type x. You can also replace x with the name of the skill type. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Times SType 1 Struck > 6: +10% Times SType Magic Struck === 5: -10% Times SType Special Struck <= 4: +20% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWITCH X ON SWITCH X OFF - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace X with a switch ID. If switch X is ON or OFF, the condition is met. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Switch 5 ON: +10% Switch 6 OFF: -10% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TURN EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This will run an eval check to compare the number of turns the battle has gone on for until the time the drops have been made. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Turn > 5: +10% Turn === 5: +20% Turn <= 4: +30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VARIABLE X EVAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Replace X with a variable ID. This will run an eval check to compare the variable's value to see if it meets the conditions. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Variable 5 > 10: +20% Variable 6 === 11: +25% Variable 7 <= 12: -30% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Extra Parameter Formula
You can use the following notetags to alter the various aspects that modify the extra parameter values: Actor, Class, Enemy, Weapon, Armor, and State Notetags: <stat Plus: +x%> <stat Plus: -x%> <stat Plus: +x.y> <stat Plus: -x.y> Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', or 'trg'. This is the value added to the base parameter before the rate and flat values contribute to the total parameter value assuming the plugin's default formula is utilized. <stat Rate: x%> <stat Rate: x.y> Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', or 'trg'. This is the value multipled to the sum of the base and plus values of the parameter before added by the flat value assuming the plugin's default formula is utilized. <stat Flat: +x%> <stat Flat: -x%> <stat Flat: +x.y> <stat Flat: -x.y> Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', or 'trg'. This is the value added finally to the sum of the base and plus values after being multiplied by the rate value assuming the plugin's default formula is utilized.
Floor Damage
Insert the following notetags into the noteboxes for your tilesets: Tileset Notetag: <Floor Damage x: y> - 'x' is the terrain tag to mark the tileset with. By default, terrain tags are set to 0. They will go up as high as 7. 'y' will be the amount of damage dealt to each actor in the party. For example, <Floor Damage 2: 50> will cause all damage tiles marked with terrain tag 2 to deal 50 damage. * Note: You will still need to mark the tile itself as a damage tile in the database editor. <Floor Flash x: r, g, b, o> - 'x' is the terrain tag to mark the tileset with. Replace 'r', 'g', 'b', and 'o' with values between 0-255 to indicate the red, green, blue, and opacity values respectively. This will make the screen flash this color combination when the player takes damage from this tile. * Note: You will still need to mark the tile itself as a damage tile in the database editor.
Hit Damage Sounds
Insert the following notetags into the armors and/or enemy noteboxes to make them play different sounds when getting struck. Armor and Enemy Notetags <Hit Damage Sound: filename> <Hit Damage Sound: filename, volume> <Hit Damage Sound: filename, volume, pitch> <Hit Damage Sound: filename, volume, pitch, pan> - Makes the piece of armor or enemy play 'filename' when struck. When inserting the filename, the filename must be case sensitive and must not include the extension. The 'volume' and 'pitch' variables must be integar values between 0 and 100 if they are used. The 'pan' variable can be an integar value between -100 and 100 if it is used. Examples: <Hit Damage Sound: Fire1> <Hit Damage Sound: Fire2, 80> <Hit Damage Sound: Fire3, 80, 130, 20> In the above examples, the armor piece or enemy will play the Fire sound effects when struck. This will override the default settings.
Instant Cast
The following are some notetags you can use to apply Instant Cast properties to your actions. Skill and Item Notetags: <Instant> <Instant Cast> Both notetags work the same. This causes this action when selected as the first action for an actor to be instantly cast. When used by an enemy, this will cause the enemy to have a follow up action without consuming the enemy's turn. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Instant Skill: x> <Instant Skill: x, x, x> <Instant Skill: x to y> This makes skill(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using 'x to y', it will be applied to all the skills from x to y. <Instant Item: x> <Instant Item: x, x, x> <Instant Item: x to y> This makes item(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using 'x to y', it will be applied to all the items from x to y. <Cancel Instant Skill: x> <Cancel Instant Skill: x, x, x> <Cancel Instant Skill: x to y> This makes skill(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using 'x to y' then it will be applied to all skills from x to y. <Cancel Instant Item: x> <Cancel Instant Item: x, x, x> <Cancel Instant item: x to y> This makes item(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using 'x to y' then it will be applied to all items from x to y.
Item Core
If you are using independent items, items that aren't gained through the shop can have a random variance applied to its stats. Item, Weapon, Armor Notetag <Random Variance: x> If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value. <Not Independent Item> Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers. <Priority Name> This sets the item, weapon, or armor's priority name to its database entry so that name schemes cannot affect the item. <Text Color: x> This sets the text color of this item, weapon, or armor to use text color x from the window skin.
Attachable Augments
You can use the following notetags to setup how augments work in your game and affect your equipment. Weapon and Armor Notetags: <Augment Slots> Rune Glyph Orb Mark </Augment Slots> This allows you to set what kind of augments are used for the item. The names used for the augment slots are the augment types used for that item. <No Augment Slots> This makes the item have no augment slots. Item, Weapon, Armor Notetags <Augment: type> augment effect augment effect </Augment: type> This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment 'type'. This particular notetag will decide the augment effect for attaching the augment component and the reverse effect for detaching the component. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types. <Augment Attach: type> augment effect augment effect </Augment Attach: type> This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment 'type'. This notetag will decide only the augment effects that are applied when the augment component is attached to the equipment and not when detached. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types. <Augment Detach: type> augment effect augment effect </Augment Detach: type> This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment 'type'. This notetag will decide only the augment effects that are applied when the augment component is detached from the equipment and not attached. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types.
- Augment Effect List
The following is a list of effects you can use for the <Augment: type>, <Augment Attach: type>, <Augment Detatch: type> notetags to have it apply the desired effects to the upgraded item. --- Effects --- Param: +x Param: -x - Replace 'Param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. This will increase/decrease the parameter for the item by x. --- Param: +x% Param: -x% - Replace 'Param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG', 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', or 'EXR'. This will increase/decrease the rate for that parameter for the item by x%. Refer to the Base Parameter Control, Extra Parameter Formula, and Special Parameter Formula plugins for more information regarding these stats. --- Boost: +x Boost: -x - This will increase or decrease the boost count of the item by x. --- Price: +x Price: -x - This will increase or decrease the price of the item by x. --- Cannot Detach - This makes the augment unable to be detached once applied. --- Add Attack Element: x Remove Attack Element: x - Add/Remove Attack Element 'x' to item. You can use either the name or the ID of the element. If the name is used and you have multiple elements in your database with the same name, priority will be given to the element with the highest ID. --- Add Attack State: x Add Attack State: x, y% Remove Attack State: x Remove Attack State: x, y% - Add/Remove Attack State 'x' to item. You can use either the name of the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. If 'y' is used, then the success rate of landing the state will be y%. If 'y' is not used, the success rate of landing the state is 100%. --- Add Debuff Rate: param, x% Add Debuff Rate: param, +x% Add Debuff Rate: param, -x% Remove Debuff Rate: param, x% Remove Debuff Rate: param, +x% Remove Debuff Rate: param, -x% - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or LUK. Add/remove the debuff affliction rate of the parameter for the item to 'x%' rate. --- Add Element Rate: x, y% Add Element Rate: x, +y% Add Element Rate: x, -y% Remove Element Rate: x, y% Remove Element Rate: x, +y% Remove Element Rate: x, -y% - Add/Remove element rate 'x' to item. You can use either the name or the ID of the element. If the name is used and you have multiple elements in your database with the same name, priority will be given to the element with the highest ID. The item's element rate for 'x' will be 'y%' rate. --- Add Passive State: x Remove Passive State: x - Requires YEP_AutoPassiveStates.js installed. Add/Remove passive state 'x' to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. --- Add Skill: x Remove Skill: x - Add/Remove skill 'x' to item. You can use either the name or the ID of the skill. If the name is used and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID. This will make the skill temporarily usable by the actor as long as the item is equipped with the augment on it. --- Add Skill Type: x Add SType: x Remove Skill Type: x Remove SType: x - Add/Remove skill type 'x' to item. You can use either the name or the ID of the skill type. If the name is used and you have multiple skills in your database with the same name, priority will be given to the skill type with the highest ID. This will make the skill type temporarily usable by the actor as long as the item is equipped with the augment on it. --- Add State Rate: x, y% Add State Rate: x, +y% Add State Rate: x, -y% Remove State Rate: x, y% Remove State Rate: x, +y% Remove State Rate: x, -y% - Add/Remove state rate for state 'x' to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. The item's state rate for 'x' will be 'y%' rate. --- Add State Resist: x Remove State Resist: x - Add/Remove state resist for state 'x' to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. --- Change Base Name: x Cancel Base Name: x - Changes/Cancels the base name of the item to 'x' while the augment is on the item. If an item has multiple augments that alter the base name, then priority is given to the first augment that alters the base name. --- Change Icon: x Cancel Icon: x - Changes/cancels the icon of the item to 'x' while the augment is on the item. If an item has multiple augments that alter the icon, then priority is given to the first augment that alters the icon. --- Change Picture Hue: x Cancel Picture Hue: x - Changes/cancels the picture hue used for the item to 'x' while the augment is on the item. If an item has multiple augments that alter the picture hue, then priority is given to the first augment that alters the picture hue. This requires the plugin: Item Picture Images. --- Change Picture Image: x Cancel Picture Image: x - Changes/cancels the picture image used for the item to 'x' while the augment is on the item. If an item has multiple augments that alter the picture image, then priority is given to the first augment that alters the picture image. This requires the plugin: Item Picture Images. --- Change Prefix: x Cancel Prefix: x - Changes/Cancels the prefix of the item to 'x' while the augment is on the item. If an item has multiple augments that alter the prefix, then priority is given to the first augment that alters the priority. --- Change Priority Name: x Cancel Priority Name: x - Changes/Cancels the priority name of the item to 'x' while the augment is on the item. If an item has multiple augments that alter the priority name, then priority is given to the first augment that alters the priority name. --- Change Suffix: x Cancel Suffix: x - Changes/Cancels the suffix of the item to 'x' while the augment is on the item. If an item has multiple augments that alter the suffix, then priority is given to the first augment that alters the suffix. --- Change Text Color: x Cancel Text Color: x - Changes/Cancels the text color used for the item to 'x' while the augment is on the item. If an item has multiple augments that alter the text color, then priority is given to the first augment that alters text color.
Item Disassemble
Making items be disassemble-able can be done with these notetags: Item, Weapon, and Armor Notetags: <Disassemble Pool> item item </Disassemble Pool> This is the pool of items that will be given when using any disassemblers. Replace the 'item' in the notetag setup with one of the syntax in the notetag Item Pool Format list below. <Disassemble Pool: type> item item </Disassemble Pool: type> This is the pool of items made specifically for the disassembler type. The items listed in this pool will only drop if the disassembler's type matches this pool's type. Replace the 'item' in the notetag setup with one of the syntax in the notetag Item Pool Format list below. --- Item Pool Format --- item x weapon x armor x name - This adds item, weapon, or armor ID x to the disassemble pool. If you plan on using the item's name and multiple objects in the database have the same name, priority will be given to items, weapons, then armors in that order. Then, priority is then given to the entry with the highest ID. item x: y% weapon x: y% armor x: y% name: y% - If you wish for a chance of getting an item when disassembling instead of a 100% chance of getting it, you can use this format. For the item, there will be a y% chance of getting the item when disassembling. x2 item y x3 weapon y x4 armor y x5 name - When disassembling, items can yield quantities. You can set the amount of an item given when disassembling using this setup. x2-3 item y x3-5 weapon y x5-8 armor y x8-10 name - If you wish for there to be random quantity amounts, you can use this disassembling format to set the amount of quantity given of an item from a minimum amount to a maximum amount. x2 item y: z% x3 weapon y: z% x4 armor y: z% x5 name: z% - To make an item yield a larger quantity than 1 with a random success rate of doing it, use the above format for the item line. x2-3 item y: z% x3-5 weapon y: z% x5-8 armor y: z% x8-10 name: z% - To give a random amount of item quantities while having a random success rate of acquiring them item during a disassembling process, use the above item line format. --- *NOTE: When turning an item into a Disassembler, it will become a non-Independent item. <Disassembler> - This item can be used to disassemble all types of items. This will fall under the 'All' category. <Disassembler: +x%> <Disassembler: -x%> - This item can be used to disassemble all types of items with a +/- x% success rate than normal. This will fall under the 'All' category. <Disassembler: type> - This item can be used to disassemble item categories for 'All' and 'type' where 'type' is the disassemble pool type. Insert multiples of this notetag if you want this item to be able to disassemble more pool types. <Disassembler: type +x%> <Disassembler: type -x%> - This item can be used to disassemble item categories for 'All' and 'type' where 'type' is the disassemble pool type. This has a success rate change of +/-% than normal. Insert multiples of this notetag if you want this item to be able to disassemble more pool types. <Disassemble Sound Name: filename> <Disassemble Sound Volume: x> <Disassemble Sound Pitch: x> <Disassemble Sound Pan: +x> or <Disassemble Sound Pan: -x> - When this item is disassembled, it will play this sound effect. The filename is case sensitive. Do not include the filename extension.
Item Discard
There are a couple of notetags you can use with the Item Discard plugin. They exist to allow you to offset the Default Discard option in the plugin's parameter settings. Item, Weapon, and Armor Notetags: <Can Discard> - This will set the item, weapon, or armor to be discardable regardless of the Default Discard plugin parameter. <Cannot Discard> - This will set the item, weapon, or armor unable to be discarded regardless of the Default Discard plugin parameter.
Item Durability
The following notetags can be used to adjust item durability for equipment. Weapon and Armor Notetags: <Durability: x> This sets the item's default durability value to x. This is the starting durability value for the item. If this notetag isn't used, the independent equipment will refer to the value in the plugin parameters. <Durability Variance: x> This alters the starting durability value with a variance of x. This means there can be a variance of -x to +x for the durability starting value. <Durability Maximum: x> This is the maximum durability value the independent equipment can have. When repairing durability, the item's durability value cannot exceed this amount. This amount is dependent on the base item's durability value. <Bypass Durability> <Unbreakable> This sets the item to not have bypass the durability system and making the independent item unbreakable. <Break Sound Name: filename> <Break Sound Volume: x> <Break Sound Pitch: x> <Break Sound Pan: +x> <Break Sound Pan: -x> This changes the sound effect played when using this piece of equipment is broken in battle. Filenames are case sensitive and do not include the file extension into the filename. Item, Weapon, Armor Notetags: <Repair Durability: x> This will repair any weapon or armor's durability by x. The repair effect is accessed from the weapon or armor's action menu. <Repair Weapon: x> <Repair Armor: x> This will specifically repair only weapons or armors by x amount. The repair effect is accessed from the weapon or armor's action menu. <Repair WType x: y> <Repair AType x: y> This will specifically repair only weapon-type x or armor-type x by y amount. The repair is accessed from the weapon or armor's action menu. <Repair Sound Name: filename> <Repair Sound Volume: x> <Repair Sound Pitch: x> <Repair Sound Pan: +x> <Repair Sound Pan: -x> This changes the sound effect played when using this item to repair the durability of another item. <Unbreakable Durability> Removes the equipment's durability and makes it unbreakable. <Unbreakable Weapon> <Unbreakable Armor> Removes the weapon or armor's durability and makes it unbreakable. <Unbreakable WType x> <Unbreakable AType x> Removes durability for specifically weapon-type x or armor-type x and makes it unbreakable. Filenames are case sensitive and do not include the file extension into the filename. Skill and Item Notetags: <User Weapon Durability: +x> <User Weapon Durability: -x> Each hit of this skill/item will cause all of the user's weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break. <User All Weapon Durability: +x> <User All Weapon Durability: -x> Each hit of this skill/item will cause all of the user's weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break. <User Random Weapon Durability: +x> <User Random Weapon Durability: -x> Each hit of this skill/item will cause a random weapon equipped by the user to have its durability altered by +x or -x. If it reaches 0 or lower, the weapon will break. <User Armor Durability: +x> <User Armor Durability: -x> Each hit of this skill/item will cause the user's armor(s) durability to be altered by +x or -x. Depending on the 'Damage All' plugin parameter, this will affect either all armors or affect a random armor piece. If the item reaches 0 or lower, the armor will break. <User All Armor Durability: +x> <User All Armor Durability: -x> Each hit of this skill/item will cause all of the user's armor(s) durability to be altered by +x or -x. If it reaches 0 or lower, the armor will break. <User Random Armor Durability: +x> <User Random Armor Durability: -x> Each hit of this skill/item will cause a random armor equipped by the user to have its durability altered by +x or -x. If it reaches 0 or lower, the armor will break. <Target Weapon Durability: +x> <Target Weapon Durability: -x> Each hit of this skill/item will cause all of the target's weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break. <Target All Weapon Durability: +x> <Target All Weapon Durability: -x> Each hit of this skill/item will cause all of the target's weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break. <Target Random Weapon Durability: +x> <Target Random Weapon Durability: -x> Each hit of this skill/item will cause a random weapon equipped by the target to have its durability altered by +x or -x. If it reaches 0 or lower, the weapon will break. <Target Armor Durability: +x> <Target Armor Durability: -x> Each hit of this skill/item will cause the target's armor(s) durability to be altered by +x or -x. Depending on the 'Damage All' plugin parameter, this will affect either all armors or affect a random armor piece. If the item reaches 0 or lower, the armor will break. <Target All Armor Durability: +x> <Target All Armor Durability: -x> Each hit of this skill/item will cause all of the target's armor(s) durability to be altered by +x or -x. If it reaches 0 or lower, the armor will break. <Target Random Armor Durability: +x> <Target Random Armor Durability: -x> Each hit of this skill/item will cause a random armor equipped by the target to have its durability altered by +x or -x. If it reaches 0 or lower, the armor will break.
Item Menu Categories
To add custom categories to items, use the following notetag: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Item, Weapon, and Armor Notetags: <Menu Category: x> <Menu Category: x, x, x> - Replace 'x' with the category name you wish to give the item. Insert multiples of this tag to insert more categories. These categories will be used in combination with the Category:x plugin parameter syntax keyword. For Example: <Menu Category: Herbs> Would require this syntax keyword in the plugin parameters: Category:Herbs If you use the version of the notetag with multiple categories, it would work something like this: <Menu Category: Herbs, Potions, Elixirs> Plugin Parameter: Category:Herbs, Category:Potions, Category:Elixirs **Note** The notetag does not apply for any of the pre-made categories. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Item Picture Images
Insert the following notetags into your items, weapons, and/or armors to give them unique images in the item menu. Item, Weapon, and Armor Notetags: <Picture: filename> - This will set the item to use 'filename' image from the 'Pictures' folder in your game's project folder. For the 'filename', do not include the file extension. If you are using an image named 'Potion.png', simply replace the filename in the notetag with 'Potion'. Everything is case sensitive. This notetag will default the hue to 0. <Picture Image: filename> - This will set the item to use 'filename' image from the 'Pictures' folder in your game's project folder. For the 'filename', do not include the file extension. If you are using an image named 'Potion.png', simply replace the filename in the notetag with 'Potion'. Everything is case sensitive. This notetag will not alter the hue. <Picture Hue: x> - This will set the item's picture image to use hue x. Altering the hue will adjust the color hue for the picture image used. Use a value between 0 and 360 for the hue.
Item Rename
There are a couple of notetags you can use with the Item Rename plugin. They exist to allow you to offset the Default Rename option in the plugin's parameter settings. Item, Weapon, and Armor Notetags: <Can Rename> - This will set the item, weapon, or armor to be renameable regardless of the Default Rename plugin parameter. <Cannot Rename> - This will set the item, weapon, or armor unable to be renameable regardless of the Default Rename plugin parameter.
Item Requirements
Use the following notetags to enforce requirements for items before they can be used. Item Notetags: <Enable Requirements> condition condition </Enable Requirements> - Replace 'condition' with the desired condition setup. You can insert any number of conditions inside the notetags. All of the conditions must be met before the item can be used. Look below for a list of the possible conditions that can be used. --- Conditions: --- Eval: code - Replace 'code' with JavaScript code that you'd like to run a check against to enable the item. If the check returns false, the item will be disabled regardless of other conditions. Examples: Eval: $gameActors.actor(1).name() === 'Harold' Eval: $gameActors.leader().name() !== 'Ralph' --- Actor: x Actor: x, x, x - Requires actor(s) ID 'x' to use the item. If the actor isn't the one using the said item, then the item is disabled and cannot be used regardless of other conditions. Not Actor: x Not Actor: x, x, x - Requires the actor using the item to NOT be actor ID 'x'. If the actor's ID matches one of the listed 'x', then the item is disabled and cannot be used regardless of other conditions. Examples: Actor: 1 Actor: 2, 3, 4, 5, 6 Not Actor: 7 Not Actor: 8, 9, 10 --- Armor: x Armor: x, x, x - Requires the actor to specifically have armor ID 'x' equipped to use the item. If multiple 'x' are used, the actor can have any of them equipped. If the actor does not have armor 'x' equipped, then the item is disabled and cannot be used regardless of other conditions. Not Armor: x Not Armor: x, x, x - Requires the actor to not have armor ID 'x' equipped to use the item. If multiple 'x' are used, the actor cannot have any of them equipped. If the actor does have armor 'x' equipped, then the item is disabled and cannot be used regardless of other conditions. Examples: Armor: 1 Armor: 2, 3, 4, 5, 6 Not Armor: 7 Not Armor: 8, 9, 10 --- Class: x Class: x, x, x - Requires class(es) ID 'x' to use the item. If the actor's class doesn't match the item requirement, then the item is disabled and cannot be used regardless of other conditions. Not Class: x Not Class: x, x, x - Requires the actor using the item to NOT be class ID 'x'. If the actor's class ID matches one of the listed 'x', then the item is disabled and cannot be used regardless of other conditions. Examples: Class: 1 Class: 2, 3, 4, 5, 6 Not Class: 7 Not Class: 8, 9, 10 --- Subclass: x Subclass: x, x, x - Requires YEP_X_Subclass.js - Requires subclass(es) ID 'x' to use the item. If the actor's class doesn't match the item requirement, then the item is disabled and cannot be used regardless of other conditions. Not Subclass: x Not Subclass: x, x, x - Requires YEP_X_Subclass.js - Requires the actor using the item to NOT be subclass ID 'x'. If the actor's subclass ID matches one of the listed 'x', then the item is disabled and cannot be used regardless of other conditions. Examples: Subclass: 1 Subclass: 2, 3, 4, 5, 6 Not Subclass: 7 Not Subclass: 8, 9, 10 --- Either Class: x Either Class: x, x, x - Requires YEP_X_Subclass.js - The actor's primary class or subclass ID has to match 'x'. If at least one of them match, then the condition passes. Otherwise, the condition fails and the item is disabled and cannot be used regardless of other conditions. Neither Class: x Neither Class: x, x, x - Requires YEP_X_Subclass.js - Requires YEP_X_Subclass.js - The actor's primary class or subclass ID has to NOT match 'x'. If at least one of them match, then the condition fails and the item is disabled and cannot be used regardless of other conditions. Examples: Either Class: 1 Either Class: 2, 3, 4, 5, 6 Neither Class: 7 Neither Class: 8, 9, 10 --- State: x State: x, x, x - Requires the actor using the item to be affected by state 'x'. If multiple 'x' are used, the actor can be affected by any of them. If the actor is not affected by state 'x', then the condition fails and the item is disabled and cannot be used regardless of other conditions. Not State: x Not State: x, x, x - Requires the actor using the item to be not affected by state 'x'. If multiple 'x' are used, the actor cannot be affected by any of them. If the actor is not affected by state 'x', then the condition fails and the item is disabled and cannot be used regardless of other conditions. Examples: State: 10 State: 11, 12, 13, 14, 15 Not State: 16 Not Stage: 17, 18, 19, 20 --- Switch Off: x Switch Off: x, x, x - Requires switch(es) x to be OFF before the item can be used. If the switch is ON, then the item is disabled and cannot be used regardless of other conditions. Examples: Switch Off: 1 Switch Off: 2, 3, 4, 5, 6 --- Switch On: x Switch On: x, x, x - Requires switch(es) x to be ON before the item can be used. If the switch is OFF, then the item is disabled and cannot be used regardless of other conditions. Examples: Switch On: 1 Switch On: 2, 3, 4, 5, 6 --- Variable x eval - Makes a check against variable x. Replace 'x' with an integer value and 'eval' with the code check you wish to run it against. Examples: Variable 1 >= 5 Variable 2 < 6 Variable 3 === 7 Variable 4 !== 8 --- Weapon: x Weapon: x, x, x - Requires the actor to specifically have weapon ID 'x' equipped to use the item. If multiple 'x' are used, the actor can have any of them equipped. If the actor does not have weapon 'x' equipped, then the item is disabled and cannot be used regardless of other conditions. Not Weapon: x Not Weapon: x, x, x - Requires the actor to not have weapon ID 'x' equipped to use the item. If multiple 'x' are used, the actor cannot have any of them equipped. If the actor does have weapon 'x' equipped, then the item is disabled and cannot be used regardless of other conditions. Examples: Weapon: 1 Weapon: 2, 3, 4, 5, 6 Not Weapon: 7 Not Weapon: 8, 9, 10 --- Weapon Type: x Weapon Type: x, x, x - Requires the actor to have weapon type 'x' equipped. If multiple 'x' are used, the actor can have any of the 'x' weapon types equipped. If the actor does not have the matching weapon types, then the item is disabled and cannot be used regardless of other conditions. Not Weapon Type: x Not Weapon Type: x, x, x - Requires the actor to not have weapon type 'x' equipped. If multiple 'x' are used, the actor cannot have any of the 'x' weapon types equipped. If the actor does have the matching weapon types, then the item is disabled and cannot be used regardless of other conditions. Examples: Weapon Type: 1 Weapon Type: 2, 3, 4, 5, 6 Not Weapon Type: 7 Not Weapon Type: 8, 9, 10
Item Upgrade Slots
The following notetags can be used to modify item upgrades. Weapon, and Armor Notetags <Upgrade Slots: x> This sets the number of times an item can be upgraded instead of the default amount defined in the database. <Slot Variance: x> This makes it so that there is a random variance for the number of slots provided through the item. If this notetag isn't used, it will go by the setting in the parameters. <Upgrade Sound: filename> Changes the upgrade sound played to 'filename'. If this notetag isn't used, the 'Default Sound' parameter sound will be used instead. <Upgrade Effect> effect effect </Upgrade Effect> These are the effects applied (in the order they're listed). Refer to the 'Upgrade Effects List' in the next section to have those effects applied to the upgraded item. <Upgrade Item Type: All> <Upgrade Item Type: Regular> <Upgrade Item Type: Key> <Upgrade Item Type: Hidden A> <Upgrade Item Type: Hidden B> <Upgrade Item Type: Always> <Upgrade Item Type: Battle> <Upgrade Item Type: Menu> <Upgrade Item Type: Never> <Upgrade Item Type: string> This makes it so this item can be used to upgrade the item that matches either the item type or the item occassion. If none of those work for you, you can use the following notetag and place an instance for 'string' inside of the item upgrade types. <Type: string> Puts this type into the notebox for items (not weapons nor armors) and it will add 'string' as its type. You can insert multiple copies of this notetag to enable the item to have more types. Any types in here that match the types for the previous notetag will enable the item to be upgradeable by that upgrade item type. <Upgrade Weapon Type: x> <Upgrade Weapon Type: x, x, x> <Upgrade Weapon Type: x through x> This makes it so that only weapon types x can use this item for upgrade. If you use weapon type 0, all weapons can be upgraded using this item. <Upgrade Armor Type: x> <Upgrade Armor Type: x, x, x> <Upgrade Armor Type: x through x> This makes it so that only armor types x can use this item for upgrade. If you use armor type 0, all armor can be upgraded using this item.
- Upgrade Effects List
The following is a list of effects you can use for the <Upgrade Effects> notetag to have it apply the desired effects to the upgraded item. Effect Text Upgrade Effect: Base Name: x - Changes item's base name to x. *Note2 Boost Count: +x - Increases Boost Count by x. *Note2 Boost Count: -x - Decreases Boost Count by x. *Note2 Eval: x - Runs x as a piece of code. *Note2 Name: x - Changes item's name to x. *Note2 Icon: x - Changes item's icon to x. *Note2 Picture Image: filename - Changes item's picture image to filename. *Note4 Picture Hue: x - Changes item's picture hue to x. *Note4 Prefix: x - Changes item's prefix to x. *Note2 Priority Name: x - Sets priority name to x. *Note2 Random Stat: x - Increases or decreases 'Stat' by 0 to x. *Note1 Random Stat: +x - Increases 'Stat' by 0 to x. *Note1 Random Stat: -x - Decreases 'Stat' by 0 to x. *Note1 Reset Base Name - Resets the base name to default. Reset Boost Count - Resets the Boost Count to 0. Reset Icon - Resets the icon back to the default icon. Reset Prefix - Resets name prefix to default. Reset Stat - Resets 'Stat' back to base stat values. *Note1 Reset Suffix - Resets name suffix to default. Reset Full - Resets every single aspect about item. *Note3 Slots: x - Changes the slot consumption cost to x. *Note1 Stat: +x - Increases 'Stat' by x. *Note1 Stat: +x% - Increases 'Stat' by x% of base stat. *Note1 Stat: -x - Decreases 'Stat' by x. *Note1 Stat: -x% - Decreases 'Stat' by x% of base stat. *Note1 Suffix: x - Changes item's suffix to x. *Note2 Text Color: x - Changes item's text color to x. Note1: 'Stat' is to be replaced by 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', 'SLOTS', 'ALL' or 'CURRENT'. 'ALL' affects all stats. 'CURRENT' affects only non-zero stats. This effect will also increase the boost count (+x) by 1 and update the item's name. Note2: This does not alter boost count nor update the item's name unless it is altered by the effect. Note3: Because this effect resets absolutely everything about an item, it will send the player away from the upgrade menu to reset the standings of the item. Note4: This requires the Item Picture Images plugin.
Item Synthesis
To allow the player the ability to craft a certain item, that item must be included in a recipe notetag in an item that the player possesses. Item, Weapon, and Armor Notetags: <Item Recipe: x> <Item Recipe: x, x, x> <Item Recipe: x to y> This will change this item into a recipe for x item(s). As long as this item is in possession by the party as a whole, item(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Weapon Recipe: x> <Weapon Recipe: x, x, x> <Weapon Recipe: x to y> This will change this item into a recipe for x weapon(s). As long as this item is in possession by the party as a whole, weapon(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Armor Recipe: x> <Armor Recipe: x, x, x> <Armor Recipe: x to y> This will change this item into a recipe for x armor(s). As long as this item is in possession by the party as a whole, armor(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Synthesis Ingredients> item id item id: x weapon id weapon id: x armor id armor id: x gold: x named item named item: x </Synthesis Ingredients> Using the above tag in an item will set those items as the ingredients required for the player to synthesize. Replace "id" with the proper item, weapon, or armor ID's. If no ":x" is used, the database will register that as only needing 1 of that item as an ingredient. If "gold: x" is used, that will be the cost required to synthesize the item. If you are using named entries, priority will be given to the highest ID in the order of items, weapons, then armors. * Note: If you are using Item Core, Independent Items cannot become an ingredient for a recipe and will therefore be automatically omitted. <Mask Name: x> If you are masking unknown items' names, you can change the text shown for the unknown item with x. This will cause the game to use the mask name instead of the usual ??? (if that's what you're using) to mask the item. This can give a player a general idea of what they may be synthesizing such as "Strange Liquid" or "Weird Crystal".
Job Points
Here are some notetags related to Job Points. Actor Notetags <Starting JP: x> Sets the actor's starting JP value to be x for the actor's initial class. <Class x Starting JP: y> Sets the actor's starting JP value for class x to be y. <JP Rate: x%> This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained. Skill and Item Notetags <JP Gain: x> This makes it so that the actor using this skill or item will gain x amount of JP instead of the default amount of JP found in the parameters. <Target JP Gain: x> This makes it so that the target actor affected by this skill or item will gain x amount of JP. Class, Weapon, Armor, and State Notetag <JP Rate: x%> This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained. Enemy Notetag <JP: x> When the enemy is defeated, the party members present will gain x JP each.
Life Steal
You can use the following notetags to alter how Life Stealing works for the various database entries. --- Skill and Item Notetags: <HP Life Steal: x%> <MP Life Steal: x%> This causes this attack to life steal x% of HP or MP back relative to the amount of damage dealt. <HP Life Steal: x> <MP Life Steal: x> This causes this attack to life steal exactly x amount of HP or MP back regardless of damage dealt. <Cancel Life Steal> Makes this skill or item cancel any Life Steal effects from passively activating for this action. However, HP Drain and MP Drain will still still occur. <Cancel HP Life Steal> <Cancel MP Life Steal> Specifically cancels out HP Life Steal or MP Life Steal effects from passively activating for this action. However, HP Drain and MP Drain will still occur. --- Actor, Class, Enemy, Weapon, Armor, State Notetags: <HP Life Steal Physical: +x%> <HP Life Steal Magical: +x%> <HP Life Steal Certain: +x%> <MP Life Steal Physical: +x%> <MP Life Steal Magical: +x%> <MP Life Steal Certain: +x%> <HP Life Steal Physical: -x%> <HP Life Steal Magical: -x%> <HP Life Steal Certain: -x%> <MP Life Steal Physical: -x%> <MP Life Steal Magical: -x%> <MP Life Steal Certain: -x%> This causes the related battler to multiplicatively increase its passive Life Steal by +x% or -x% of the damage dealt towards Physical, Magical, or Certain Hit type of attacks. This effect stacks multiplicatively. <HP Life Steal Physical: +x> <HP Life Steal Magical: +x> <HP Life Steal Certain: +x> <MP Life Steal Physical: +x> <MP Life Steal Magical: +x> <MP Life Steal Certain: +x> <HP Life Steal Physical: -x> <HP Life Steal Magical: -x> <HP Life Steal Certain: -x> <MP Life Steal Physical: -x> <MP Life Steal Magical: -x> <MP Life Steal Certain: -x> This causes the related battler to additively increase its passive Life Steal by a flat +x or -x of the damage dealt towards Physical, Magical, or Certain Hit type of attacks. This effect stacks additively. <Guard Life Steal> The related battler cannot be life stolen from for both HP and MP. <Guard HP Life Steal> <Guard MP Life Steal> The related battler cannot be life stolen from for either HP or MP. <Cancel Life Steal> The related battler cannot passively life steal both HP and MP. <Cancel HP Life Steal> <Cancel MP Life Steal> The related battler cannot passively life steal HP or MP specifically. ---
Move Route Core
These are some notetags you can utilize for your events. Event Notetags: <Always Update Movement> - Most events don't update unless they're close to the screen. But any event with this notetag will always be updating regardless of whether they are close to the screen or not.
Overkill Bonus
Insert the following notetags into the enemy noteboxes you wish to alter the overkill requirements for. Enemy Notetags <Overkill Requirement: x> - Changes the enemy's overkill requirement to X. This is how much damage needs to be dealt minimum on the killing blow. You can use JS code here if you can fit it all on one line. Otherwise, use the notetag setup below in the Lunatic Mode section. <Overkill Animation: x> - This is the animation played when the enemy is overkilled. Replace x with an animation ID from the database. <Overkill EXP Rate: x%> <Overkill EXP Flat: x> - This is the bonus EXP gained when the enemy is overkilled. Replace x with a number value. This EXP gained from overkilling will be added on top of the already gained EXP. <Overkill Gold Rate: x%> <Overkill Gold Flat: x> - This is the bonus gold gained when the enemy is overkilled. Replace x with a number value. This gold gained from overkilling will be added on top of the already gained gold. <Overkill Drop Rate: x%> - This is the bonus drop rate gained when the enemy is overkilled. Replace x with the percent rate increase.
- Extra Enemy Drops Compatibility - Conditional Drop - Overkill
To be used together with the YEP_ExtraEnemyDrops plugin. Place this plugin underneath YEP_ExtraEnemyDrops in the plugin manager list for compatibility. Then, you can use the following condition: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- IS OVERKILLED - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This condition will pass only if the enemy is overkilled. If the overkill requirement isn't met, there will be no additional changes to the drop rate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Example: Is Overkilled: +100% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- One thing you can do to make Overkill only items is using something like the following setup: <Conditional Potion Drop> is overkilled: +100% </Conditional Potion Drop> This notetag setup will make the 'Potion' item only drop if the enemy has been overkilled. Otherwise, nothing will come out of it.
Row Formation
You can use these notetags to modify the various aspects of row formations. Actor and Enemy Notetags: <Default Row: x> <Default Row: x, x, x> This is the default row assigned to the battler by default. This will override the default parameter settings. If multiple x values are assigned then the battler can start in any of those rows. If multiple rows are included, then at the start of the game (for actors) or start of battle (for enemies), the battler will start in a random row included. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Row Lock> This causes the affected battler to be row locked and unable to switch rows. For enemies, this will override the default parameters. <Not Row Lock> This causes the affected battler to be not be row locked and able to switch rows. This is primarily for enemies since all non-enemies are not row locked by default. This will override the default parameters. Skill and Item Notetags: <Row Only: x> <Row Only: x, x, x> <Row Only: x to y> This makes it so that this skill/item can only be used by the battler if the battler is in row x. If multiple rows are used, the battler can be in any of those rows. If you use the x to y notetag, this will account for all the rows from x to y. <Change Target Row: x> Changes target's current row to x. This cannot go under 1 nor can it go past the designated maximum row set in the parameters. <Push Back Target Row: x> This will push the target back x rows. This cannot exceed the maximum row set in the parameters. <Pull Forward Target Row: x> This will pull the target forward x rows. This cannot exceed the maximum rows set in the parameters. <Change User Row: x> Changes user's current row to x. This cannot go under 1 nor can it go past the designated maximum row set in the parameters. <Push Back User Row: x> This will push the user back x rows. This cannot exceed the maximum row set in the parameters. <Pull Forward User Row: x> This will pull the user forward x rows. This cannot exceed the maximum rows set in the parameters.
Save Core
New Game+
There are some notetags you can utilize with a few database objects. Actor, Item, Weapon, Armor Notetag <No New Game+ Carry Over> - 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.
Shop Menu Core
You can use the following notetag to alter various shop aspects Item, Weapon, and Armor Notetag: <Price: x> This notetag allows you to exceed the default editor limit for item prices of 999,999 gold. <Sell Price: x> This sets the selling price of the item to x. <Cannot Sell> This makes it so that the item cannot be sold. <Can Sell> This makes it so that the item can be sold even if it is at 0 gold.
More Currencies
You can use the following notetags to adjust various properties for more currencies for your items, weapons, and armors. Item, Weapon, and Armor Notetags: <Variable x Buy Price: y> This sets the currency of this item, weapon, or armor to variable x with a buy price of y. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor. <Variable x Sell Price: y> This makes it that when selling this item, weapon, or armor, the player will gain variable x in y amount. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor. <Item x Buy Price: y> <Item name Buy Price: y> This sets the currency of this item, weapon, or armor to cost item x (or the named item) with a buy price of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Item x Sell Price: y> <Item name Sell Price: y> When selling this item, weapon, or armor, the player will get item x (or the named item) with a quantity of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Weapon x Buy Price: y> <Weapon name Buy Price: y> This sets the currency of this item, weapon, or armor to cost weapon x (or the named weapon) with a buy price of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Weapon x Sell Price: y> <Weapon name Sell Price: y> When selling this item, weapon, or armor, the player will get weapon x (or the named weapon) with a quantity of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Armor x Buy Price: y> <Armor name Buy Price: y> This sets the currency of this item, weapon, or armor to cost armor x (or the named armor) with a buy price of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Armor x Sell Price: y> <Armor name Sell Price: y> When selling this item, weapon, or armor, the player will get armor x (or the named armor) with a quantity of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you're using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID. <Proxy Buy: x> <Proxy Buy: name> If you're using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you're using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.
Skill Core
These notetags can adjust either skill costs or special skill effects. Skill Notetags: <HP Cost: x> Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks HP cost functions so this would allow skills to use HP as their cost. <HP Cost: x%> Changes the skill to cost a percentage of the character's MaxHP value. <MP Cost: x> Changes the skill to have x as its MP cost. This helps bypass the database's hard limit of 9999. <MP Cost: x%> Changes the skill to cost a percentage of the character's MaxMP value. <TP Cost: x> Changes the skill to have x as its TP cost. This helps bypass the database's hard limit of 99. <TP Cost: x%> Changes the skill to cost a percentage of the character's MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character's MaxTP values. <Hide in Battle> This will hide and disable the skill during battle. <Hide in Field> This will hide and disable the skill outside of battle. <Hide if Learned Skill: x> <Hide if Learned Skill: x, x, x> <Hide if Learned Skill: x to y> Will hide and disable this skill if skill x has been learned. If multiple skills are listed, the skill will be hidden and disabled if any one of the listed skills have been learned. This will ONLY apply to skills that have been learned and not skills added through traits.
- Gauge Swapping
This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well. Note: If you do not have 'Display TP in Battle' checked under the System tab in the database, nothing will be shown for the third slot. Class Notetag: <Swap Gauge x: y> This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or 'TP' to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert 'Nothing' or 'Null' in place of y in the notetag. Weapon, Armor, and State Notetags: <Swap Gauge x: y> Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags. Priority will go in the following order: Weapons, Armors, States, Class, Enemy
Limited Skill Uses
You can use these notetags to govern the various Limited Uses aspects of your skills. Skill Notetags: <Unlimited Use> If you've enabled 'Limit All Skills' in the plugin parameters, this will forcefully make the skill unlimited use. If you use this notetag, it will override any of the Limited Use settings. <Limit Uses: x> This will set the number of times the skill can be used to x. If the skill has 0 charges left, the skill cannot be used. <Recover All Uses> <Not Recover All Uses> When using the recover all command, depending on the settings within the plugin parameters, all limited use charges are recovered or not. These notetags will enable you to utilize the other setting for the skill. <Victory Uses Recover: x> <Escape uses Recover: x> <Lose Uses Recover: x> When the player wins a battle, escapes a battle, or loses a battle, the skill use will recover x amount of uses for the respective outcome. If the notetags aren't used, the amounts restored will be equal to settings made in the plugin's parameters. <After Battle Uses Recover: x> This will set the recovery rate of victory, escape, or loss of battle to be equal to x indiscriminately. Skill and Item Notetags: <Global Limited Uses: +x> <Global Limited Uses: -x> This will change the target's limited uses by +x or -x for all skills. +x will increase the amount of times the skills can be used. -x will decrease the amount of times the skills can be used. <SType x Limited Uses: +y> <SType x Limited Uses: -y> This will change the target's limited uses by +y or -y for all skills of the skill type x. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used. <Skill x Limited Uses: +y> <Skill x Limited Uses: -y> <Skill name Limited Uses: +y> <Skill name Limited Uses: -y> This will change the target's limited uses by +y or -y for skill x. If you use the named notetag varient and have multiple skills in the database with the same name, priority will be given to the skill with the highest ID. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Global Use Max: +x> <Global Use Max: -x> A battler affected by this property will have any Limited Use skills alter the maximum times used by +x or -x. <SType x Use Max: +y> <SType x Use Max: -y> A battler affected by this property will have Limited Use skills from skill type x alter the maximum times used by +y or -y. <Skill x Use Max: +y> <Skill x Use Max: -y> <Skill name Use Max: +y> <Skill name Use Max: -y> A battler affected by this property will have Limited Use for skill x (or named if you're using that version of the notetag instead) alter the maximum times used by +y or -y. If you are using the named version of the notetag and have multiple skills in the database with the same name, then priority will be given to the skill with the highest ID.
Multi-Type Skills
Insert these notetags into your skills' noteboxes that you wish to have multiple skill types for. Skill Notetags: <Skill Type: x> <Skill Types: x, x, x> <Skill Types: x to y> - Gives multiple skill types of x (or to y) for the modified skill. This will automatically include the skill's type placed by the editor.
Lunatic Pack - Skill Rewards
Insert the following notetags into a skill or item's notebox to give it one of these effects: --- Skill and Item Notetags: <Reward Animation: x> - If there's a reward tied to this skill/item effect and conditions are met, this animation will be played in place of the default animations to indicate an effect has taken place. <condition Reward: effect> - Most of this plugin's notetags will follow the above format. 'condition' and 'effect' in the notetag will be replaced respectively by entries in the following CONDITION and EFFECT sections below. Insert multiple entries to give your skills/items multiple effects. =-=-=-= Reward CONDITIONS =-=-=-= <Defeat Reward: effect> - Replace 'condition' with 'Defeat' and you'll enable the notetag to take effect when the target is defeated (HP reaches 0 or receives death state). <Critical Reward: effect> - Replace 'condition' with 'Critical' and you'll enable the notetag to take effect when the user lands a critical hit on the target. <Noncritical Reward: effect> - Replace 'condition' with 'Nonnritical' and you'll enable the notetag to take effect when the user fails to land a critical hit on the target. <Hit Reward: effect> - Replace 'condition' with 'Hit' and you'll enable the notetag to take effect when the user has successfully hit the target. <Missed Reward: effect> - Replace 'condition' with 'Missed' and you'll enable the notetag to take effect when the user misses the action or the target evades the action. <Weakness Reward: effect> - Replace 'condition' with 'Weakness' and you'll enable the notetag to take effect when the user hits an elemental weakness on the target. <Resisted Reward: effect> - Replace 'condition' with 'Resisted' and you'll enable the notetag to take effect when the user hits an elemental resistance on the target. <Nulled Reward: effect> - Replace 'condition' with 'Nulled' and you'll enable the notetag to take effect when the user hits a nulled element on the target. <Absorb Reward: effect> - Replace 'condition' with 'Nulled' and you'll enable the notetag to take effect when the user hits an absorbed element on the target. =-=-=-= Reward EFFECTS =-=-=-= --- HP Effects --- <condition Reward: +x HP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of HP you wish to reward the user when the skill/item condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% HP> - Replace 'effect' with the above format. Replace 'x' with a HP equal to x% of the user's MaxHP to reward the user when the condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% Refund HP Cost> - Replace 'effect' with the above format. Replace 'x' with a percentage of the HP cost of the skill used to reward the user if conditions are met. *Note: Can only be used with skills. SUGGESTED BY: Yanfly --- MP Effects --- <condition Reward: +x MP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of MP you wish to reward the user when the skill/item condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% MP> - Replace 'effect' with the above format. Replace 'x' with a MP equal to x% of the user's MaxMP to reward the user when the condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% Refund MP Cost> - Replace 'effect' with the above format. Replace 'x' with a percentage of the HP cost of the skill used to reward the user if conditions are met. *Note: Can only be used with skills. SUGGESTED BY: Yanfly --- TP Effects --- <condition Reward: +x TP> - Replace 'effect' with the above format. Replace 'x' with a flat amount of TP you wish to reward the user when the skill/item condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% TP> - Replace 'effect' with the above format. Replace 'x' with a TP equal to x% of the user's MaxTP to reward the user when the condition is met. SUGGESTED BY: Yanfly <condition Reward: +x% Refund TP Cost> - Replace 'effect' with the above format. Replace 'x' with a percentage of the HP cost of the skill used to reward the user if conditions are met. *Note: Can only be used with skills. SUGGESTED BY: Yanfly --- Item Effects --- <condition Reward: x% Refund Item> - Replace 'effect' with the above format. Replace 'x' with the chance the user has to refund the item (getting it back) if conditions are met. *Note: Can only be used with items. Best if used with consumable items. SUGGESTED BY: Yanfly --- Buff/Debuff Effects --- <condition Reward: Add x Buff> <condition Reward: Add x Buff, y Turns> <condition Reward: Add x Debuff> <condition Reward: Add x Debuff, y Turns> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect alter the respective stat. If using the format with 'y' turns, replace 'y' with the number of turns you wish for the buff or debuff to last. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly <condition Reward: Remove x Buff> <condition Reward: Remove x Debuff> - Replace 'effect' with the above format(s). Replace 'x' with any of the following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to have the effect remove the respective buff/debuff from the user if the conditions are met. If 'y' is not used, it will last for 5 turns instead. SUGGESTED BY: Yanfly --- State Effects --- <condition Reward: Add State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to add to the user when conditions are met. SUGGESTED BY: Yanfly <condition Reward: Remove State x> - Replace 'effect' with the above format(s). Replace 'x' with the state ID you wish to remove from the user when conditions are met. SUGGESTED BY: Yanfly --- Rolling Critical --- <condition Reward: Rolling Critical +x%> <condition Reward: Rolling Critical -x%> - Replace 'effect' with the above format(s). Replace 'x' with the percent increase/decrease for the next usage of the skill. This change will only occur for the user if the conditions are met. *Note: Can only be used with skills. Turn on critical hits for the skill. SUGGESTED BY: Goldschuss <condition Reward: Rolling Critical x%> - Replace 'effect' with the above format(s). Replace 'x' with the percent rate for the next usage of the skill when the conditions are met. *Note: Can only be used with skills. Turn on critical hits for the skill. SUGGESTED BY: Goldschuss =-=-=-= Examples =-=-=-= <Defeat Reward: +50% MP> - When the target is defeated by this skill, refunding 50% of the MP the user has spent in order to cast the skill. <Critical Reward: Add ATK Buff, 8 Turns> - When the user lands a critical hit on the enemy, grant the user an ATK buff that lasts 8 turns. <Hit Reward: Add DEF Buff, 2 Turns> - When the user lands a successful hit on the enemy, buff the user's DEF for 2 turns. <Missed Reward: Refund Item> - When the user fails to land using the item, make sure it won't be consumed by refunding it. <Weakness Reward: +20 TP> - If the user performs this skill on an enemy weak to this skill's element then grant the user +20 additional TP. <Critical Reward: Rolling Critical 0%> <Noncritical Reward: Rolling Critical +10%> - If the user fails to land a critical hit with this skill, the user will have a 10% chance to do so the next time the user performs the skill. The critical hit rate will continue to rise by 10% each time until the user finally manages to land the critical hit. Once the user does, the critical hit rate bonus will reset back to 0%.
Party Limit Gauge
You can use these notetags to adjust the Party Limit Gauge aspects. Skill Notetags: <Party Limit Cost: x> Adds a Party Limit Gauge cost to this skill. This skill will require x increments of the Party Limit Gauge to be able to use it. <Party Limit Cost: x%> Adds a party Limit Gauge cost to this skill equal to x% of the total max gauge size of the battler's party max limit gauge size. The cost is always rounded upward. Skill and Item Notetags: <Ally Party Limit Gauge: +x> <Ally Party Limit Gauge: -x> Using this skill will cause the user's party limit gauge to increase or decrease by x. This is the point value cost and not the increment value. <Foe Party Limit Gauge: +x> <Foe Party Limit Gauge: -x> Using this skill will cause the foe's party limit gauge to increase or decrease by x. This is the point value cost and not the increment value. Actor and Enemy Notetag: <Party Limit: x> Increases the Party Limit Gauge by x when this party member is present in battle (dead or alive). If this notetag isn't used, the value will default to the settings in the plugin parameters. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Party Limit: +x> <Party Limit: -x> Increases or decreases the Party Limit Gauge by x if the related unit has is that actor, class, enemy, or has the weapon or armor equipped, or is affected by that state. <Party Limit Cost: x%> Sets the party limit costs paid by this actor to x%. The modifications are are multiplicative. The final cost is always rounded upward.
Skill Cooldowns
Use the following notetags to alter the cooldown properties of a skill. Skill Notetags: <Cooldown: x> Sets the cooldown for the skill to X turns. This cooldown only affects this skill alone. This value will take priority over Skill Type Cooldowns and Global Cooldowns. <Warmup: x> Sets the warmup for the skill to X turns. When entering a new battle, the skill will be on a warmup phase and cannot be used until the warmup phase is over. <After Battle Cooldown: +x> <After Battle Cooldown: -x> After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns. <Cooldown Steps: x> Outside of battle, every x steps that the Player takes, this skill's cooldown will drop by 1. <Skill x Cooldown: y> <Skill name Cooldown: y> When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns. <SType x Cooldown: y> When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns. <Global Cooldown: x> When using this skill, all skills within the battler's skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns. <Bypass Cooldown> This causes the skill to bypass cooldowns, no matter what. This should be used for skills like Attack, Guard, Escape, etc. that should not have a cooldown assigned to them. Skill and Item Notetags: <Skill x Cooldown: +y> <Skill x Cooldown: -y> <Skill name Cooldown: +y> <Skill name Cooldown: -y> Targets hit by this skill will have skill x's cooldown adjusted by y. This does not apply to the user and applies only to the targets. <SType x Cooldown: +y> <SType x Cooldown: -y> Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets. <Global Cooldown: +x> <Global Cooldown: -x> Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets. Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Skill x Cooldown Duration: y%> <Skill name Cooldown Duration: y%> Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x. <SType x Cooldown Duration: y%> Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x. <Global Cooldown Duration: x%> Alters the cooldown duration of all skills to x% when the cooldown cost is applied. <Skill x Cooldown Rate: y%> <Skill name Cooldown Rate: y%> Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x. <SType x Cooldown Rate: y%> Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills. <Global Cooldown Rate: x%> Sets the cooldown rate for all skills to x% when the cooldown counter goes down. <Skill x Cooldown: +y> <Skill x Cooldown: -y> <Skill name Cooldown: +y> <Skill name Cooldown: -y> If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated. <SType x Cooldown: +y> <SType x Cooldown: -y> If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated. <Global Cooldown: +x> <Global Cooldown: -x> If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated. <Skill x Warmup: +y> <Skill x Warmup: -y> <Skill name Warmup: +y> <Skill name Warmup: -y> At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated. <SType x Warmup: +y> <SType x Warmup: -y> At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated. <Global Warmup: +x> <Global Warmup: -x> At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
Skill Cost Items
To enable skills to utilize items as costs, use the following notetags: Skill Notetags: <Item x Cost: y> <Weapon x Cost: y> <Armor x Cost: y> This will set the cost of the item, weapon, or armor x to require y of it before it can be used. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage. <Item Cost: x Potion> <Item Cost: x Sword> <Item Cost: x Feather Cap> If you prefer to use the names of the items instead, you can use the above notetag. This will make the skill require x amount of the named item, weapon, or armor. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage. Class, Weapon, Armor, State Notetags: <Swap Gauge x: Item y> <Swap Gauge x: Weapon y> <Swap Gauge x: Armor y> Swaps out gauge x to display how much of item, weapon, or armor y the player/party has. Priority is given in the following order: Weapons, Armors, States, Class, Enemy <Swap Gauge x: Item Potion> <Swap Gauge x: Item Sword> <Swap Gauge x: Item Feather Cap> If you prefer to use the names of the items instead, you can use the above notetag. This will swap out gauge x to display how much of the mentioned item, weapon, or armor the player/party has. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. Priority for the displayed gauge will be given in the following order: Weapons, Armors, States, Class, Enemy. Actor, Class, Weapon, Armor, and State Notetags: <Item x Cost: +y> <Item x Cost: -y> <Weapon x Cost: +y> <Weapon x Cost: -y> <Armor x Cost: +y> <Armor x Cost: -y> Increases or decreases the cost of item, weapon, or armor x when required by a value of y. If the item, weapon, or armor isn't required, then this effect does not apply to the skill cost. <Item Cost: +x Potion> <Item Cost: -x Sword> <Item Cost: +x Feather Cap> If you prefer to use the names of the items instead, you can use the above notetag format. This will increase or decrease the mentioned item by x amount as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. <Item x Cost: y%> <Weapon x Cost: y%> <Armor x Cost: y%> Alters the cost of item, weapon, or armor x by y%. If the item, weapon, or armor isn't required, then this effect does not apply to the skill cost. <Item Cost: x% Potion> <Item Cost: x% Sword> <Item Cost: x% Feather Cap> If you prefer to use the names of the items instead, you can use the above notetag format. This will adjust the cost rate of the mentioned item by x% as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. <Replace Type x Cost: Type y> Replace 'type' with either 'item', 'weapon', or 'armor'. This lets you exchange the costs used for a particular item for another (item y). The replacement is given priority to states, weapons, armors, class, and then actors. <Replace Potion Cost: Ether> <Replace Sword Cost: Dagger> <Replace Feather Cap Cost: Bandana> If you prefer to use the names of the items instead, you can use the above notetag format. This lets you exchange the costs used for a particular item for another. The replacement is given priority to states, weapons, armors, class, and then actors. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. Item, Weapon, Armor Notetags: <Item Gauge Color 1: x> <Item Gauge Color 2: x> If this item is the item used as gauge display, you can have it produce a unique color using text color x. <Item Gauge Text: x> If this item is the item used as gauge display, you can have it show a different text other than its name. Replace x with what you want to write. <Item Gauge Text Color: x> If you wish to use a text color other than the one predefined in the plugin's parameters, use this notetag and replace x with the text color you wish to label the gauge with.
Skill Learn System
Use the following notetags to make use of the Skill Learn System. Class Notetag: <Learn Skill: x> <Learn Skill: x, x, x> <Learn Skill: x to y> Enables the class to be able to learn skill(s) x from the menu. Replace x with the skill's ID. If x to y is used, this enables the class to learn all the skills from x to y. Replace x and y with skill ID's. Skill Notetags: <Learn Cost: x Gold> Sets the gold cost of learning this skill to x gold. <Learn Cost: x JP> Sets the JP cost of learning this skill to x JP. This note requires YEP_JobPoints.js in order to work. <Learn Cost> or <Learn Cost> Item x: y item name: y Weapon x: y item name: y Armor x: y </Learn Cost> </Learn Cost> Allows you to set the item, weapon, and armor costs of learning the skill. Replace x with the item's ID and y with the quantity of that item needed. If you decide to use the item name variant, replace the item name with the item's name as it appears in the database. If multiple items share the same name, the item with the highest ID will be used in the order of item, weapon, and then armor. *Note: If you are using YEP_ItemCore.js and Independent Items, the learn costs will not include independent items. <Learn Require Level: x> Causes the skill to require the actor's current level to be at least x before the skill even appears on the list to learn. <Learn Require Skill: x> <Learn Require Skill: x, x, x> <Learn Require Skill: x to y> In order for the skill to appear, the actor must know the other skill(s) of x. If x to y is used, the actor must know all the skills from x to y. Replace x and/or y with skill ID's. <Learn Require Switch: x> <Learn Require Switch: x, x, x> <Learn Require Switch: x to y> In order for the skill to appear, the switch(es) x must be on. If x to y is used, all of the switches from x to y must be on in order for the skill to appear. Replace x and/or y with switch ID's.
Skill Mastery Levels
To determine the effect the mastery level of a skill has or other various mastery-related properties, use the following notetags for those skills: --- Skill Notetags: <Max Mastery Level: x> - Replace 'x' with the max mastery level you want a skill to have. If you don't want the skill to have any mastery level at all, replace it with 0. <Mastery Effect: +x Damage Per Level> <Mastery Effect: +x HP Cost Per Level> <Mastery Effect: +x MP Cost Per Level> <Mastery Effect: +x TP Cost Per Level> <Mastery Effect: +x Cooldown Per Level> <Mastery Effect: -x Damage Per Level> <Mastery Effect: -x HP Cost Per Level> <Mastery Effect: -x MP Cost Per Level> <Mastery Effect: -x TP Cost Per Level> <Mastery Effect: -x Cooldown Per Level> - This will increase or decrease the damage, HP cost, MP cost, TP cost, cooldown turns respectively for the skill depending on its mastery level. Replace 'x' with a flat number value of how much you want it to shift per the skill's mastery level. - Note: HP Cost requires YEP_SkillCore.js. - Note: Cooldown requires YEP_X_SkillCooldowns. <Mastery Effect: +x% Damage Per Level> <Mastery Effect: +x% HP Cost Per Level> <Mastery Effect: +x% MP Cost Per Level> <Mastery Effect: +x% TP Cost Per Level> <Mastery Effect: +x% Cooldown Per Level> <Mastery Effect: -x% Damage Per Level> <Mastery Effect: -x% HP Cost Per Level> <Mastery Effect: -x% MP Cost Per Level> <Mastery Effect: -x% TP Cost Per Level> <Mastery Effect: -x% Cooldown Per Level> - This will increase or decrease the damage, HP cost, MP cost, TP cost, cooldown turns respectively for the skill depending on its mastery level. Replace 'x' with a percentile number value of how much you want it to shift per the skill's mastery level. - Note: HP Cost requires YEP_SkillCore.js. - Note: Cooldown requires YEP_X_SkillCooldowns. <No Damage Mastery Effect> <No HP Cost Mastery Effect> <No MP Cost Mastery Effect> <No TP Cost Mastery Effect> <No Cooldown Mastery Effect> - These notetags will disable their respective mastery effects from the default settings. They will just have their default value with nothing changed about them at all. - Note: HP Cost requires YEP_SkillCore.js. - Note: Cooldown requires YEP_X_SkillCooldowns. <Custom EXP Mastery Formula: x> - Makes a custom EXP mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom EXP Mastery Formula: level * 20 + 5> <Custom Damage Mastery Formula: x> - Makes a custom damage mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom Damage Mastery Formula: value * (1.00 + (level * 0.20))> <Custom HP Cost Mastery Formula: x> - Makes a custom HP cost mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom HP Cost Mastery Formula: cost * (1.00 - (level * 0.05))> - Note: HP Cost requires YEP_SkillCore.js. <Custom MP Cost Mastery Formula: x> - Makes a custom MP cost mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom MP Cost Mastery Formula: cost * (1.00 - (level * 0.05))> <Custom TP Cost Mastery Formula: x> - Makes a custom TP cost mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom TP Cost Mastery Formula: cost * (1.00 - (level * 0.05))> <Custom Cooldown Mastery Formula: x> - Makes a custom cooldown mastery formula for the skill. Replace 'x' with the desired formula you wish to use for it. - Example: <Custom Cooldown Mastery Formula: turns - (level * 1.5)> --- Actor and Enemy Notetags: <Starting Skill Masteries> list list list </Starting Skill Masteries> - If you want actors and/or enemies to have initial starting skill mastery levels, use the above notetag. This will only apply for actors when starting a new game or initializing them. Replace 'list' with one of the following setups: Skill x: level Skill x: level, exp name: level name: level, exp - Replace 'x' with the ID of the skill you wish to alter the starting mastery level of. Alternatively, you can replace 'Skill x' with the skill 'name'. If multiple skills have the same name in the database, this will apply to the first skill entry with that name. - Replace 'level' with the level you wish to start it off as. This cannot go under 0 nor go above the maximum level of the skill. - If used, replace 'exp' with the amount of EXP it will currently have at the start. This cannot be greater than or equal to the maximum value for the skill mastery level's EXP. If not used, it will default to 0. Example: <Starting Skill Masteries> Skill 5: 2 Skill 6: 3, 4 Firaga: 7 Firaja: 8, 10 </Starting Skill Masteries> - In the above example, the actor/enemy will have Skill 5 and 6 starting at levels 2 and 3 respectively. However, Skill 6 will also have some skill EXP starting at 4. The actor/enemy's 'Firaga' and 'Firaja' skills will start at levels 7 and 8 respectively while 'Firaja' will have 10 skill EXP at the very start. ---
Special Parameter Formula
You can use the following notetags to alter the various aspects that modify the special parameter values: Actor, Class, Enemy, Weapon, Armor, and State Notetags: <stat Plus: +x%> <stat Plus: -x%> <stat Plus: +x.y> <stat Plus: -x.y> Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr', 'mdr', 'fdr', or 'exr'. This is the value added to the base parameter before the rate and flat values contribute to the total parameter value assuming the plugin's default formula is utilized. <stat Rate: x%> <stat Rate: x.y> Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr', 'mdr', 'fdr', or 'exr'. This is the value multipled to the sum of the base and plus values of the parameter before added by the flat value assuming the plugin's default formula is utilized. <stat Flat: +x%> <stat Flat: -x%> <stat Flat: +x.y> <stat Flat: -x.y> Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr', 'mdr', 'fdr', or 'exr'. This is the value added finally to the sum of the base and plus values after being multiplied by the rate value assuming the plugin's default formula is utilized.
Stat Allocation
If you want to give certain classes different stats to allocate into, use the following notetag setups: Class Notetags: <Stat Allocation: x, x, x> or <Stat Allocation> x x x </Stat Allocation> - Replace 'x' with a stat to add it to a list of parameters that players can allocate points into. Insert as many 'x' entries as you need. They will appear in the menu in the order they've been placed. Unaffiliated stats will not appear in the menu. Use any of the stats below: --- Param: Stands for: mhp Max HP mmp Max MP atk Attack def Defense mat Magic Attack mdf Magic Defense agi Agility luk Luck XParam: hit Hit Rate eva Evasion Rate cri Critical Hit Rate cev Critical Evasion Rate mev Magic Evasion Rate mrf Magic Reflection Rate cnt Counterattack Rate hrg HP Regeneration Rate mrg MP Regeneration Rate trg TP Regeneration Rate SParam: tgr Target Rate grd Guard Effect Rate rec Recovery Rate pha Pharmacology (Item Effectiveness) mcr MP Cost Rate tcr TP Charge Rate pdr Physical Damage Rate mdr Magical Damage Rate fdr Floor Damage Rate exr Experience Rate --- These can be inserted into the 'Default Parameters' plugin parameter, too, to change up the default listing and make it apply to every class that does not have their own unique notetag setup.
Status Menu Core
Actor Variables
Use the following notetags to display variables in your Status Menu. Actor Notetags: <Column x Variables: y> <Column x Variables: y, y, y> <Column x Variables: y to z> This will display in column x (1 through 4) the variable(s) y. If using the y to z notetag, this will display all the variables from y to z.
More Status Menu Pages
Place the following notetags inside of an actor's notebox that you wish to add more status menu pages to. Actor Notetags: ======================================================================== <Status Menu Page: title> text text </Status Menu Page: title> - Replace 'title' with the title of the status menu page you wish for it to display in the command window. Insert as many lines of 'text' as you see fit for your extra status menu profile. Inserting multiple setups of this notetag will allow you to have more page entries in the status menu. Note: You can use text codes for the 'text' entries. -- Examples --- <Status Menu Page: Origin> \n[1] is originally from the kingdom of Dragnof, a country that existed 400 years in the past; the population was made up of both humans and Dragons co-existing peacefully with each other. </Status Menu Page: Origin> <Status Menu Page: Discipline> \n[1] firmly believes in noblesse oblige, where the strong and privileged should act with generosity and nobility towards those less privileged. </Status Menu Page: Discipline> ======================================================================== <Status Menu Page title Switch: x> <Status Menu Page title Switch: x, x, x> - Replace 'title' with the title of the status menu page you wish for this notetag to affect. Replace 'x' with a switch ID that is required to be ON in order for this status menu page to show up in the actor's status menu profile. If you use multiple switches, all the switches must be on in order for this status menu page to appear. -- Examples --- <Status Menu Page Origin Switch: 1> <Status Menu Page Discipline Switch: 5, 6, 7, 8, 9, 10>
Profile Status Page
The following notetags are used for actors specifically to alter the profile page properties for the Status Menu. Actor Notetags: <Profile Text> text text </Profile Text> Changes the profile text from the default profile text to the text used in between the two notetags. You can use text codes for the text here. Word wrap is not supported. <Profile Image: filename> If you wish to associate a profile image for the actor, replace 'filename' with the filename of a picture located in your img/pictures folder. Do not include the file extension. If your image is Aldo.png, just use 'Aldo' and do not include the '.png' extension. <Profile Image Align: Left> <Profile Image Align: Center> <Profile Image Align: Right> If you wish to use a different alignment from the one in the plugin's parameter settings, you can use these notetags. If you use a nonexistant word, then the right alignment will be decided by default.
Steal & Snatch
Use the following notetags to set up your steal effects. Enemy Notetags: <Steal Item x: y%> <Steal Weapon x: y%> <Steal Armor x: y%> <Steal Gold x: y%> Gives the enemy the respect item to be stolen. x is the item's ID while y% is the rate at which the item can be stolen from. <Steal Potion: y%> <Steal Short Sword: y%> <Steal Round Shield: y%> If you decide to use names instead of item ID's, you can use the above notetag format. If you have multiple items with the same name, priority will be given to the item with the highest item ID in the order of items, weapons, and then armors. <Steal Resist: +x%> <Steal Resist: -x%> This is the enemy's inherent resistance against stealing. Skill and Item Notetags: <Steal> <Steal: +x%> <Steal: -x%> This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased by x%. <Steal Item> <Steal Item: +x%> <Steal Item: -x%> This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds item types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for item types by x%. <Steal Weapon> <Steal Weapon: +x%> <Steal Weapon: -x%> This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds weapon types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased weapon item types by x%. <Steal Armor> <Steal Armor: +x%> <Steal Armor: -x%> This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds armor types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for armor types by x%. <Steal Gold> <Steal Gold: +x%> <Steal Gold: -x%> This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds gold types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for gold by x%. <Snatch> <Snatch: +x%> <Snatch: -x%> This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x%. * Note: Snatching only works on skills/items that target. <Snatch Item> <Snatch Item: +x%> <Snatch Item: -x%> This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds items to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for items. * Note: Snatching only works on skills/items that target. <Snatch Weapon> <Snatch Weapon: +x%> <Snatch Weapon: -x%> This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds weapons to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for weapons. * Note: Snatching only works on skills/items that target. <Snatch Armor> <Snatch Armor: +x%> <Snatch Armor: -x%> This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds armors to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for armors. * Note: Snatching only works on skills/items that target. <Snatch Gold> <Snatch Gold: +x%> <Snatch Gold: -x%> This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds gold targets to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for gold. * Note: Snatching only works on skills/items that target. Item, Weapon, and Armor Notetags: <Enable Automatic Debuff> <Disable Automatic Debuff> This let's you override the 'Automatic Effect' settings in the parameters for this individual item. Enabling it will cause any weapons and armors to debuff the enemy's parameters relative to the piece of equipment stolen. Disabling it will make no such thing occur. Automatic Debuffing is only applied to weapons and armors. <Steal Sound Name: filename> If you wish to give an item a unique sound effect when stolen, use this notetag to accomplish that. Exclude file extensions from the 'filename'. <Steal Sound Volume: x> To change the volume for this item's sound effect when it is stolen, use this notetag and replace x with the volume level desired. <Steal Sound Pitch: x> To change the pitch for this item's sound effect when it is stolen, use this notetag and replace x with the pitch desired. <Steal Sound Pan: x> To change the pan for this item's sound effect when it is stolen, use this notetag and replace x with the pan desired. Actor, Class, Weapon, Armor, and State Notetags: <Steal Rate: +x%> <Steal Rate: -x%> <Steal Type Rate: +x%> <Steal Type Rate: -x%> Increase/decrease the steal rate for the user by x%. If you use the 'Type' notetag, replace 'Type' with 'Item', 'Weapon', 'Armor', or 'Gold' to apply individual steal rate bonuses for just those types.
Target Core
If you would like to utilize custom target scopes for your skills and items, you can use these notetags: Skill and Item Notetags: <Repeat: x> This determines the number of times an action is repeatedly used on each target. This can go beyond the default editor's limit of 9. <Target: Everybody> This targets all alive opponent and friendly members with the user being the very last target. <Target: x Random Any> This adds x random alive opponents and/or allies. <Target: Target All Foes> This targets a single foe and then adds all alive opponent members. <Target: Target x Random Foes> This targets a single foe and then adds x random alive opponent members. <Target: x Random Foes> This adds x random alive opponent members. This can go beyond the editor's default limit of 4 randomf oes. <Target: All Allies But User> This will target all friendly alive members except for the user. <Target: Target All Allies> This will target a single ally and then adds all alive friendly members. <Target: Target x Random Allies> This will target a single ally and then adds x random alive allies. <Target: x Random Allies> This adds x random alive allied members. <Target: Everybody param Multiple Of x> Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item indiscriminately target any living battler on the battlefield whose parameter value is a multiple of x. *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js. <Target: Allies param Multiple Of x> Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item target any living allied party member on the battlefield whose parameter value is a multiple of x. *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js. <Target: Foes param Multiple Of x> Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item target any living enemy battler on the battlefield whose parameter value is a multiple of x. *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js. --- YEP_RowFormation.js and YEP_BattleEngineCore.js Required --- <Target: Enemy Row> This will target the enemy row equal to that of the currently selected target enemy. The entire row will be selected as a whole. <Target: Enemy Row x> This will target specifically the enemy row x for the enemy unit. The entire row will be selected as a whole. <Target: Front Enemy Row> This will target the front-most enemy row with alive members. If there is a row without any alive members, this will target the next row with an alive member. <Target: Back Enemy Row> This will target the back-most enemy row with alive members. If there is a row without any alive members, this will target the next row with an alive member. <Target: Ally Row> This will target the enemy row equal to that of the currently selected target enemy. The entire row will be selected as a whole. <Target: Ally Row x> This will target specifically the allied row x for the allied unit. The entire row will be selected as a whole. <Target: Front Ally Row> This will target the front-most ally row with alive members. If there is a row without any alive members, this will target the next row with an alive member. <Target: Back Ally Row> This will target the back-most ally row with alive members. If there is a row without any alive members, this will target the next row with an alive member.
Area of Effect
You can use the following notetags to apply area of effect scopes for your skills and items! Skill and Item Notetags: --- AOE Circle Scope --- <AOE Radius: x> Turns the skill into having a target scope with a circular AOE. x is the amount of pixels of the radius for the AOE Circle. <AOE Height Rate: x%> Changes the height to be x% of the diameter of the AOE Circle. <AOE Graphic: filename> If you wish to use a different image for the AOE circle for this skill or item, replace 'filename' with the filename of the graphic found within the img/pictures/ folder. Do not include the file extension. For example, the graphic 'aoeblue.png' will result in notetag <AOE Graphic: aoeblue>. <AOE Hue: x> This will change the hue of the AOE circle to x. By default, the hue value is 0. This will alter the color of it. <AOE Blend: x> This is the blend mode used for the AOE graphic. 0 is normal with no blend modes applied. 1 is additive. 2 is multiply. 3 is screen. *NOTE: This does not work with the unique selection types found with the YEP_X_SelectionControl plugin. --- AOE Rectangle Scope --- <Rect Column: x> This will make a rectangular area of effect scope that is x pixels wide. The area of effect zone is vertical and all targets within this zone will become targets for the action. <Rect Row: x> This will make a rectangular area of effect scope that is x pixels tall. The area of effect zone is horizontal and all targets within this zone will become targets for the action. <Rect Screen> This will target all units within the entirity of the screen. While it is the same as an all enemies/all allies scope, this can be used to give a visual representation of which units are selected as a target. <Rect Graphic: filename> If you wish to use a different image for the AOE rectangle for this skill or item, replace 'filename' with the filename of the graphic found within the img/pictures/ folder. Do not include the file extension. For example, the graphic 'rectblue.png' will result in notetag <AOE Graphic: rectblue>. <Rect Hue: x> This will change the hue of the AOE rectangle to x. By default, the hue value is 0. This will alter the color of it. <Rect Blend: x> This is the blend mode used for the AOE graphic. 0 is normal with no blend modes applied. 1 is additive. 2 is multiply. 3 is screen. *NOTE: This does not work with the unique selection types found with the YEP_X_SelectionControl plugin. --- Animation Settings --- <AOE Center Animation> This will cause the animation for an AOE skill to be played to center on the first target of the AOE group, which is usually the center of the AOE targets. <AOE Group Animation> This will cause the animation for an AOE skill to be played on all of the targets within the AOE group as if normally done. Actor and Enemy Notetags: --- AOE Hitbox Settings --- <AOE Buffer X: +x> <AOE Buffer X: -x> <AOE Buffer Y: +x> <AOE Buffer Y: -x> Changes the buffer x/y of the battler when an AOE image is placed on the battler. This is also the offset from the center location at which the AOE targets will be calculated, too. If this notetag isn't used, the buffer value used will be from the plugin parameters. <AOE Hitbox Width: x> <AOE Hitbox Height: x> This will adjust the hitbox of the battler to have an AOE hitbox width of x or an AOE hitbox height of x.
Selection Control
- General
To make skills and items select only certain types of battlers, you can use the following notetag setup to do so: Skill and Item Notetags: <Single or Multiple Select> This will allow the skill or item to be able to select either single targets or all targets at once. This will automatically make a skill default to single target selecting. You MUST change your scope in the database to work with this effect. *Note: Having this option will cancel out AoE Circles and AoE Rectangles to avoid conflicting issues. *Note: If there is an enemy with taunt, the option to switch between a group target and a single target will not be available. *Note: Enemy AI will NOT make use of the ability to toggle between single target and multi-target scopes. <Disperse Damage> Used in conjunction with the above notetag, this will cause damage to be split evenly amongst the number of targets the skill is dispersed into. The damage dispersion effect will only occur if multiple targets are being selected after toggling. <Enemy or Actor Select> <Actor or Enemy Select> This will allow the player to toggle between selecting an enemy or actor for the action's target scope. When using <Enemy or Actor Select>, it will first target enemies by default. Using <Actor or Enemy Select> will target actors by default. Using either notetag will change the action's target scope to single target. *Note: Enemy AI will NOT make use of the ability to toggle between actors or enemies for skill selection. <Weapon Range> <Weapon Ranged> Requires YEP_RowFormation.js. This will make the selection of targets vary based on the battler's weapon range. If the weapon is 'melee', then it will target the front row only. If the weapon is 'ranged', then it can target any row the battler wants. *Note: If you use any <Select Condition> effects, all selection options provided by default with the plugin parameters will be reset under the assumption that it will no longer be an action of default nature. If this is the case, you will need to use the above notetags to specify how you wish to make your skill's selection methods. Actor, Class, Enemy, Weapon, Armor, State Notetags: <Cannot Select: All> All actions cannot select this battler unless it's an action whose scope is a user scope. <Cannot Select: Physical Hit> <Cannot Select: Magical Hit> <Cannot Select: Certain Hit> This will prevent physical, magical, or certain hit actions from being able to select the battler. They will be excluded out of multi-hit skills, as well unless it's an action whose scope targets the user itself. targets the user itself. <Cannot Select: Skills> <Cannot Select: Items> This will prevent skills/items from being able to target the battler unless it's an action whose scope targets the user itself. <Cannot Select: Item x> <Cannot Select: Item name> This will prevent item 'x' (or the named item) from being able to target the battler unless the item's scope targets the user itself. If you have multiple items in your database with the same name, priority will be given to the item with the highest ID. <Cannot Select: Skill x> <Cannot Select: Skill name> This will prevent skill 'x' (or the named skill) from being able to target the battler unless the skill's scope targets the user itself. If you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID. <Cannot Select: SType x> <Cannot Select: SType name> This will prevent skills of skill type 'x' (or named) from being able to target the battler unless the skill's scope targets the user itself. If you have multiple skill types in your database with the same name, then priority will be given to the skill type with the highest ID. <Cannot Select: Element x> <Cannot Select: Element name> This will prevent actions with an elemental ID of 'x' (or named) from being able to target the battler unless the action's scope targets the user itself. If you have multiple elements in your database with the same name, then priority will be given to the element with the highest ID. Weapon and Enemy Notetags: <Melee> This will designate the weapon/enemy as being melee and will affect any skill or item selection range that uses the 'Weapon Range' condition. Weapons/Enemies of this nature will target only the front row for those selection conditions. <Range> <Ranged> This will designate the weapon/enemy as being ranged and will affect any skill or item selection range that uses the 'Weapon Range' condition. Weapons/Enemies of this nature will be able to target any row for those selection conditions.
- Select Conditions
To impose specific conditions on which targets are valid targets, use the following notetag setup: --- Skill and Item Notetags: <Select Conditions> condition condition </Select Conditions> Replace 'condition' with the desired condition setup. Insert multiple conditions to make an action require more conditions for viable targets. Using this will overwrite the default settings imposed by the plugin parameters so if you wish to use those settings, you'll have to use the associated condition with it. --- Conditions: --- Any Row - Requires YEP_RowFormation.js. The battler can be targeted from any row it is in as a valid target. This will conflict with the other 'Row Only' select conditions. --- Back Row Only - Requires YEP_RowFormation.js. This will make only the back row battlers be selectable for target. The back row will refer to whatever row is in the back that has living members. If row 3's enemies are all dead, but row 2 has living members, then row 2 will be considered the back row. This will conflict with the other 'Row Only' select conditions. --- Front Row Only - Requires YEP_RowFormation.js. This will make only the front row battlers be selectable for target. The front row will refer to whatever row is in front that has living members. If row 1's enemies are all dead, but row 2 has living members, then row 2 will be considered the front row. This will conflict with the other 'Row Only' select conditions. --- Weapon Range - Requires YEP_RowFormation.js. This will make the selection of targets vary based on the battler's weapon range. If the weapon is 'melee', then it will target the front row only. If the weapon is 'ranged', then it can target any row the battler wants. --- Row x Only - Requires YEP_RowFormation.js. This will make only battlers in row x be selectable for target. Any battlers not in row x will be excluded from target selection. This will conflict with the other 'Row Only' select conditions. --- Row x Max - Requires YEP_RowFormation.js. This will make all battlers who are located in a lower number row up to row x be selectable for target. Any battlers in a row number larger than x will be excluded from target selection. --- Row x Min - Requires YEP_RowFormation.js. This will make all battlers who are located in a row from row x onward selectable for target. Any battlers in a row number smaller than x will be excluded from target selection. --- Param stat eval ie: Param MaxHP >= 500 ie: Param HP% <= 0.30 ie: Param Level === 25 - This makes the selection have a check on the target's parameter values before deciding if the target is a valid target for selection. You can replace 'stat' with 'MaxHP', 'MaxMP', 'MaxTP', 'HP', 'MP', 'TP', 'HP%', 'MP%', 'TP%', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', or 'LEVEL'. This run an eval check against that parameter owned by the target. --- State: x State: name - The target must have state 'x' in order to be selected as a valid target. If you're using the named version of the condition and you have multiple states with the same name in your database, priority will be given to the state with the highest ID. If the target doesn't have state 'x', then the target is not a valid target for selection. --- Not State: x Not State: name - The target must not have state 'x' in order to be selected as a valid target. If you're using the named version of the condition and you have multiple states with the same name in your database, priority will be given to the state with the highest ID. If the target does have state 'x', then the target is not a valid target for selection. --- Not User - This will remove the user from the possible selection pool making the user unable to be selected as a valid target.
Taunt
The following are some notetags you can use to add taunt traits to your various database objects. Actor, Class, Weapon, Armor, State, Enemy Notetags: <Physical Taunt> <Magical Taunt> <Certain Taunt> These three notetags enable the database object of choice to have the respective taunt mechanic against those types of actions. Physical taunts will cause the user to aggro all physical type of actions from the rival team. The same goes for magical taunts and certain taunts of their nature. <Null Physical Taunt> <Null Magical Taunt> <Null Certain Taunt> This nullifies the respective taunt trait on the user (not the attacker). What this means is if a user originally has taunt through some form or means, having a null taunt trait applied will remove that taunt effect and the user will be treated as a normal target. <Ignore Physical Taunt> <Ignore Magical Taunt> <Ignore Certain Taunt> This allows an attacker with this trait to ignore any taunts of the respective nature and gain access to all possible targets as if no taunts are in place. Skill and Item Notetag: <Bypass Taunt> This causes this skill/item to ignore taunts altogether and the skill/item is able to select single targets as if no taunts existed on the field.
Weapon Animation
For those who would like to give their weapons a little bit of a change, you can make use of these notetags: Actor, Class, Enemy, Weapon, Armor, and State Notetags: <Weapon Image: x> Replace x with a number above 0 and you'll get an image from img/system'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> If you have created a custom folder to place unique weapon sheets, you can use this notetag to acquire them. The filename is case sensitive. Do not include the file extension. If your weapon sheet is called DaggerBlue.png, then the notetag you'd use would be <Weapon Image: DaggerBlue> only. <Weapon Motion: thrust> <Weapon Motion: swing> <Weapon Motion: missile> This will dictate the motion the battler will use when attacking if you're using a custom weapon animation. If nothing is placed here, the motion will default to the 'Default Motion' value in the plugin parameters. You can use any of the following motions: walk wait chant guard damage evade thrust swing missile skill spell item escape victory dying abnormal sleep dead <Weapon Hue: x> For those who would like to use different hues with your weapon animation, use this notetag in the same notebox as the <Weapon Image: x> notetag to change the hue of the weapon animation to x. <Weapon Animation: x> If you would like to override the attack animation when using this weapon, you can use x to dictate which animation will be used for regular attacks. --- If you haven't noticed yet, these notetags are made for actors, classes, enemies, weapons, armors, and also states. What this means is, the weapon animation changes will behave more like traits. Priorities will occur in the following order: States Weapons Armors Classes Actors Enemies This means that if a battler is affected by a state that would modify its weapon appearance, any other weapon animation changes that the user would have will be overwritten by the state's weapon animation change until the state wears off.
Weapon Unleash
There's a few notetags you can use to replace the default attack and provide any weapon unleash effects. Note: If you're using notetags that write out the skill's name and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID. Actor, Class, Enemy, Weapon, Armor, State notetags: --- Replace Attack --- <Replace Attack: x> <Replace Attack: name> This will replace the attack skill used by the battler. If a battler would have multiple attack replacements, priority will be given in the following order in a first-come-first-serve aspect: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect --- Replace Guard --- <Replace Guard: x> <Replace Guard: name> This will replace the guard skill used by the battler. If a battler would have multiple guard replacements, priority will be given in the following order in a first-come-first-serve aspect: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect --- Weapon Unleash --- <Weapon Unleash x%: y> <Weapon Unleash x%: name> This causes the Attack skill to have a x% chance to randomly use skill y (or named). This will apply only to the Attack Command. Insert multiple copies of this notetag to give more weapon unleashes. If a battler would have multiple weapon unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a weapon unleash check passes earlier in the list while there are still weapon unleashes later in the list, that weapon unleash will take priority and override all the following weapon unleashes. --- Guard Unleash --- <Guard Unleash x%: y> <Guard Unleash x%: name> This causes the Guard skill to have a x% chance to randomly use skill y (or named). This will apply only to the Guard Command. Insert multiple copies of this notetag to give more guard unleashes. If a battler would have multiple guard unleashes, the randomization check will occur in the following order: States - Highest to Lowest Priority Equipment - In order of equip list Enemy Aspect Class Aspect Actor Aspect If a guard unleash check passes earlier in the list while there are still guard unleashes later in the list, that guard unleash will take priority and override all the following guard unleashes. --- Unleash Rate Modifiers --- <Weapon Unleash: +x%> <Weapon Unleash: -x%> This alters the weapon unleash rate for all weapon unleashes by +x%/-x%. <Weapon Unleash x: +y%> <Weapon Unleash x: -y%> <Weapon Unleash name: +y%> <Weapon Unleash name: -y%> This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID. <Guard Unleash: +x%> <Guard Unleash: -x%> This alters the guard unleash rate for all weapon unleashes by +x%/-x%. <Guard Unleash x: +y%> <Guard Unleash x: -y%> <Guard Unleash name: +y%> <Guard Unleash name: -y%> This alters the guard unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID. Skill Notetags: <Command Text: x> <Attack Text: x> <Guard Text: x> If you are using Replace Attack or Replace Guard, you can change the way the command name appears in the actor command window to x. If you are using the <Command Text: x> notetag, this will apply to both Attack and Guard names.
Pages in category "Notetags (MV)"
The following 142 pages are in this category, out of 142 total.
A
B
- Base Parameter Control (YEP)
- Battle A.I. Core (YEP)
- Battle BGM Control (YEP)
- Battle Effects Pack 1 (Olivia)
- Battle Effects Pack 2 (Olivia)
- Battle Engine Core (YEP)
- Battle Impact (Olivia)
- Battle Select Cursor (YEP)
- Battle System - ATB (YEP)
- Battle System - CTB (YEP)
- Battle System - STB (YEP)
- Boost Point System (Olivia)
- Break Shield System (Olivia)
- Bright Effects (Olivia)
- Buffs & States Core (YEP)
C
D
E
- Element Core (YEP)
- Enemy Base Parameters (YEP)
- Enemy Levels (YEP)
- Enhanced TP (YEP)
- Equip Battle Skills (YEP)
- Equip Core (YEP)
- Equip Requirements (YEP)
- Equip Skill Tiers (YEP)
- Equipment Set Bonuses (Olivia)
- Event Click Trigger (YEP)
- Event Copier (YEP)
- Event Encounter Aid (YEP)
- Event Hitbox Resize (YEP)
- Event Sprite Offset (YEP)
- Event Step Animation Options (YEP)
- Extended Damage Over Time (YEP)
- Extra Enemy Drops (YEP)
- Extra Parameter Formula (YEP)
I
L
M
P
R
S
- Save Event Locations (YEP)
- Sealed Battle Commands (Arisu)
- Selection Control (YEP)
- Shop Menu Core (YEP)
- Skill Cooldowns (YEP)
- Skill Core (YEP)
- Skill Cost Items (YEP)
- Skill Learn System (YEP)
- Skill Mastery Levels (YEP)
- Slippery Tiles (YEP)
- Smart Jump (YEP)
- Special Parameter Formula (YEP)
- Stat Allocation (YEP)
- State Categories (YEP)
- State Tooltip Display (Olivia)
- Steal & Snatch (YEP)
- Steamworks MV (Visustella)
- Subclass (YEP)
- Swap Enemies (YEP)