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

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Here is a list of [[:Category:Notetags (MZ)|Notetag(s)]] that you may use.
 
Here is a list of [[:Category:Notetags (MZ)|Notetag(s)]] that you may use.
  
== [[Core Engine (VisuStella MZ)]] ==
+
== [[Core Engine VisuStella MZ]] ==
  
 
{{VisuMZ Core Engine Notetags}}
 
{{VisuMZ Core Engine Notetags}}
  
== [[Battle Core (VisuStella MZ)]] ==
+
== [[Battle Core VisuStella MZ]] ==
  
 
{{VisuMZ Battle Core Notetags}}
 
{{VisuMZ Battle Core Notetags}}
  
== [[Main Menu Core (VisuStella MZ)]] ==
+
== [[Main Menu Core VisuStella MZ]] ==
  
 
{{VisuMZ Main Menu Core Notetags}}
 
{{VisuMZ Main Menu Core Notetags}}

Revision as of 13:56, 8 August 2020

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


RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

Core Engine VisuStella MZ

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

Actors-Related Notetags

Parameter limits can be adjusted in the Plugin Parameters, but this won't lift the ability to change the values of an actor's initial or max level past the editor's limits. Instead, this must be done through the usage of notetags to accomplish the feat.

---

<Max Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's max level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

<Initial Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's initial level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

Classes-Related Notetags

As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain classes can learn upon reaching higher levels past 99, too.

---

<Learn At Level: x>

- Used for: Class Skill Learn Notetags
- Replace 'x' with an integer to determine the level this class will learn
  the associated skill at.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the class's database value.

---

Enemies-Related Notetags

Enemies are now given levels. The levels don't do anything except to serve as a container for a number value. This way, levels can be used in damage formulas (ie. a.atk - b.level) without causing any errors. To give enemies levels, use the notetags below. These notetags also allow you to adjust the base parameters, EXP, and Gold past the database limitations.

---

<Level: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's level.
- If no level is declared, the level will default to 1.

---

<param: x>

- Used for: Enemy Notetags
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to alter.
  - This notetag does NOT work with X Parameters, S Parameters, or any
    custom parameters. This notetag ONLY works with the base parameters.
- Replace 'x' with an integer to set an enemy's 'param' base value.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

<EXP: x>
<Gold: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's EXP or Gold values.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

Animations-Related Notetags

CoreEngineAnimationNotetags.png

Animations in RPG Maker MZ are done by Effekseer and the animation system has been revamped. However, the animations are only centered on the targets now, and cannot be attached to the head or foot. Insert these tags into the names of the animations in the database to adjust their positions.

---

<Head>
<Foot>

- Used for: Animation Name Tags
- Will set the animation to anchor on top of the sprite (if <Head> is used)
  or at the bottom of the sprite (if <Foot> is used).

---

<Anchor X: x>
<Anchor Y: y>

<Anchor: x, y>

- Used for: Animation Name Tags
- Will anchor the animation at a specific point within the sprite based on
  the 'x' and 'y' values.
- Replace 'x' and 'y' with numeric values representing their positions based
  on a rate where 0.0 is the furthest left/up (x, y respectively) to 1.0 for
  the furthest right/down (x, y respectively).

Examples:

<Anchor X: 0.4>
<Anchor Y: 0.8>

<Anchor: 0.2, 0.9>

---

<Offset X: +x>
<Offset X: -x>
<Offset Y: +y>
<Offset Y: -y>

<Offset: +x, +y>
<Offset: -x, -y>

- Used for: Animation Name Tags
- Will anchor the animation to be offset by an exact number of pixels.
- This does the same the editor does, except it lets you input values
  greater than 999 and lower than -999.
- Replace 'x' and 'y' with numeric values the exact number of pixels to
  offset the animation's x and y coordinates by.

Examples:

<Offset X: +20>
<Offset Y: -50>

<Offset: +10, -30>

---

<Mirror Offset X>
<No Mirror Offset X>

- Used for: Animation Name Tags
- If an animation is mirrored, you can choose to have the animation's Offset
  X value be mirrored, too (or not at all).
- If no name tag is discovered, this will use the setting found in the
  Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset X setting.

---

<Rate: x>

- Used for: MV Animation Name Tags
- Allows you to adjust the update for this MV Animation.
  - Does NOT work with Effekseer animations.
- The lower the number, the faster.
- Replace 'x' with a number representing the animation update rate.
  - Default rate: 4.
  - Minimum rate: 1.
  - Maximum rate: 10.

---

Quality of Life-Related Notetags

By default, RPG Maker MZ does not offer an encounter step minimum after a random encounter has finished. This means that one step immediately after finishing a battle, the player can immediately enter another battle. The Quality of Life improvement: Minimum Encounter Steps allows you to set a buffer range between battles for the player to have some breathing room.

---

<Minimum Encounter Steps: x>

- Used for: Map Notetags
- Replace 'x' with the minimum number of steps before the player enters a
  random encounter on that map.
- If this notetag is not used, then the minimum encounter steps for the map
  will default to Quality of Life Settings => Encounter Rate Min.

---

Tile shadows are automatically added to certain tiles in the map editor. These tile shadows may or may not fit some types of maps. You can turn them on/off with the Quality of Life Plugin Parameters or you can override the settings with the following notetags:

<Show Tile Shadows>
<Hide Tile Shadows>

- Used for: Map Notetags
- Use the respective notetag for the function you wish to achieve.
- If this notetag is not used, then the tileset shadow settings for the map
  will default to Quality of Life Settings => No Tile Shadows.

---

<Scroll Lock X>
<Scroll Lock Y>

- Used for: Map Notetags
- Will prevent the map from being able to scroll left/right(x) or up/down(y)
  if these notetags are present.
- Useful for when maps are just slightly smaller than normal and the tiny
  scrolling is distracting.
- This will use the display nudge setting found in the Plugin Parameters.
- This setting will be disabled if the map is zoomed in.

---

<Scroll Lock X: x>
<Scroll Lock Y: y>

- Used for: Map Notetags
- Will prevent the map from being able to scroll left/right(x) or up/down(y)
  if these notetags are present and will nudge the map camera slightly.
- Useful for when maps are just slightly smaller than normal and the tiny
  scrolling is distracting.
- Replace 'x' and 'y' with numbers between 0 and 1 to represent how much is
  being judged.
  - For example, for a 1280x720 resolution, a 27 tile wide map will benefit
    from a nudge of 0.15625. Play with these numbers to determine the best
    value for your maps.
- This setting will be disabled if the map is zoomed in.

---

Basic, X, and S Parameters-Related Notetags

A battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter behaviors and give boosts to trait objects in a more controlled manner.

---

<param Plus: +x>
<param Plus: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<param Rate: x%>
<param Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'param' value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Flat: +x>
<param Flat: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Max: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Sets max caps for the 'param' to be 'x'. If there are multiple max caps
  available to the unit, then the highest will be selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer to determine what the max cap should be.

---

<xparam Plus: +x%>
<xparam Plus: -x%>

<xparam Plus: +x.x>
<xparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<xparam Rate: x%>
<xparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'xparam' value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<xparam Flat: +x%>
<xparam Flat: -x%>

<xparam Flat: +x.x>
<xparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<sparam Plus: +x%>
<sparam Plus: -x%>

<sparam Plus: +x.x>
<sparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<sparam Rate: x%>
<sparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'sparam' value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<sparam Flat: +x%>
<sparam Flat: -x%>

<sparam Flat: +x.x>
<sparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

JavaScript Notetags: Basic, X, and S Parameters

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Basic, X, and S Parameters.

---

<JS param Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' plus value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' rate value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' flat value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Max: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to determine what the max cap for 'param' should be. If there
  are multiple max caps available to the unit, then the highest is selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine the max cap for the
  desired parameter.

---

<JS xparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' plus value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the X parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' rate value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the X parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' flat value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the X parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS sparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' plus value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the S parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' rate value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the S parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' flat value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the S parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

Battle Setting-Related Notetags

These tags will change the settings for battle regardless of how the battle system is set up normally. Insert these tags in either the noteboxes of maps or the names of troops for them to take effect. If both are present for a specific battle, then priority goes to the setting found in the troop name.

---

<FV>
<Front View>
<Battle View: FV>
<Battle View: Front View>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the perspective of battle to front view for this specific map or
  battle.
- Make sure you have the enemy image files available in the img/enemies/
  folder as they will used instead of the "sv_enemies" graphics.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<SV>
<Side View>
<Battle View: SV>
<Battle View: Side View>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the perspective of battle to side view for this specific map or
  battle.
- Make sure you have the enemy image files available in the img/sv_enemies/
  folder as they will used instead of the "enemies" graphics.
- Make sure your actors have "sv_actor" graphics attached to them.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<DTB>
<Battle System: DTB>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the default battle system (DTB).
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<TPB Active>
<ATB Active>
<Battle System: TPB Active>
<Battle System: ATB Active>

<TPB Wait>
<ATB Wait>
<Battle System: TPB Wait>
<Battle System: ATB Wait>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the time progress battle system (TPB) or
  active turn battle system (ATB) if you have VisuMZ_2_BattleSystemATB
  installed for the game project.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<BTB>
<Battle System: BTB>

<CTB>
<Battle System: CTB>

<ETB>
<Battle System: ETB>

<FTB>
<Battle System: FTB>

<OTB>
<Battle System: OTB>

<PTB>
<Battle System: PTB>

<STB>
<Battle System: STB>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle system to the respective battle system as long as you
  have those plugins installed in the current project.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

<Grid>
<Battle Grid>

<No Grid>
<No Battle Grid>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Requires VisuMZ_2_BattleGridSystem!
- Changes the battle system to utilize the Battle Grid System or not.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.
- If none of these notetags or comment tags are found, refer to the default
  settings found in the Plugin Parameters.

---

Battle Core VisuStella MZ

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

HP Gauge-Related Notetags

BattleCoreHpGauge.png

The following notetags allow you to set whether or not HP Gauges can be displayed by enemies regardless of Plugin Parameter settings.

---

<Show HP Gauge>

- Used for: Enemy Notetags
- Will always show the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.
- This does not bypass disabling enemy HP Gauges as a whole.

---

<Hide HP Gauge>

- Used for: Enemy Notetags
- Will always hide the HP Gauge for the enemy regardless of the defeat
  requirement setting.
- This does not bypass the player's Options preferences.

---

<Battle UI Offset: +x, +y>
<Battle UI Offset: -x, -y>

<Battle UI Offset X: +x>
<Battle UI Offset X: -x>

<Battle UI Offset Y: +y>
<Battle UI Offset Y: -y>

- Used for: Actor and Enemy Notetags
- Adjusts the offset of HP Gauges and State Icons above the heads of actors
  and enemies.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.

---

Animation-Related Notetags

BattleCoreCastAni.gif

The following notetags allow you to set animations to play at certain instances and/or conditions.

---

<Slip Animation: x>

- Requires VisuMZ_0_CoreEngine!
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- During the phase at which the user regenerates HP, MP, or TP, this
  animation will play as long as the user is alive and visible.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Cast Animation: x>

- Used for: Skill Notetags
- Plays a battle animation at the start of the skill.
- Replace 'x' with a number value representing the Animation ID to play.

---

<Attack Animation: x>

- Used for: Enemy Notetags
- Gives an enemy an attack animation to play for its basic attack.
- Replace 'x' with a number value representing the Animation ID to play.

---

Battleback-Related Notetags

BattleCoreBattleBack.png

You can apply these notetags to have some control over the battlebacks that appear in different regions of the map for random or touch encounters.

---

<Region x Battleback1: filename>
<Region x Battleback2: filename>

- Used for: Map Notetags
- If the player starts a battle while standing on 'x' region, then the
  'filename' battleback will be used.
- Replace 'x' with a number representing the region ID you wish to use.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Castle1.png' will be only inserted
  as 'Castle1' without the '.png' at the end.
- *NOTE: This will override any specified battleback settings.

---

Battle Command-Related Notetags

BattleCoreBattleCommands.png

You can use notetags to change how the battle commands of playable characters appear in battle as well as whether or not they can be used.

---

<Seal Attack>
<Seal Guard>
<Seal Item>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Prevents specific battle commands from being able to be used.

---

<Battle Commands>
 Attack
 Skills
 SType: x
 SType: name
 All Skills
 Skill: x
 Skill: name
 Guard
 Item
 Party
 Escape
 Auto Battle
 Combat Log
 Talk
 Weapon Swap
</Battle Commands>

- Used for: Class Notetags
- Changes which commands appear in the Actor Command Window in battle.
  If this notetag is not used, then the default commands determined in
  Plugin Parameters => Actor Command Window => Command List will be used.
- Add/remove/modify entries as needed.

- Attack
  - Adds the basic attack command.

- Skills
  - Displays all the skill types available to the actor.

- SType: x
- Stype: name
  - Adds in a specific skill type.
  - Replace 'x' with the ID of the skill type.
  - Replace 'name' with the name of the skill type (without text codes).

- All Skills
  - Adds all usable battle skills as individual actions.

- Skill: x
- Skill: name
  - Adds in a specific skill as a usable action.
  - Replace 'x' with the ID of the skill.
  - Replace 'name' with the name of the skill.

- Guard
  - Adds the basic guard command.

- Item
  - Adds the basic item command.

- Party
  - Requires VisuMZ_2_PartySystem.
  - Allows this actor to switch out with a different party member.

- Escape
  - Adds the escape command.

- Auto Battle
  - Adds the auto battle command.

- Combat Log
  - Requires VisuMZ_4_CombatLog.
  - Opens up the combat log.

- Talk
  - Requires VisuMZ_3_BattleCmdTalk!
  - Shows talk command if applicable.

- Weapon Swap
  - Requires VisuMZ_2_WeaponSwapSystem.
  - Swaps the current weapon.

Example:

<Battle Commands>
 Attack
 Skill: Heal
 Skills
 Guard
 Item
 Escape
</Battle Commands>

---

<Command Text: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill name text that appears to something else.
- Replace 'x' with the skill's name you want to shown in the Actor Battle
  Command window.
- Recommended Usage: Shorten skill names that are otherwise too big to fit
  inside of the Actor Battle Command window.

---

<Command Icon: x>

- Used for: Skill Notetags
- When a skill is used in a <Battle Commands> notetag set, you can change
  the skill icon that appears to something else.
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command
  window to represent the skill.

---

<Command Require Learn>

- Used for: Skill Notetags
- Determines if a battle command is visible or not by whether the actor has
  learned the skill.
- Learning the skill is a requirement. Acquiring the skill through traits
  does not count as learning the skill.

---

<Command Require Access>

- Used for: Skill Notetags
- Determines if a battle command is visible or not by whether the actor has
  access to the skill.
- Having access to the skill can come through either learning the skill or
  temporarily acquiring it through trait objects.

---

<Command Show Switch: x>

<Command Show All Switches: x,x,x>
<Command Show Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines if a battle command is visible or not through switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, item will be hidden until all
  switches are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.
- This can be applied to Attack and Guard commands, too.

---

<Command Hide Switch: x>

<Command Hide All Switches: x,x,x>
<Command Hide Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines if a battle command is visible or not through switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, item will be shown until all
  switches are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, item will be hidden if any of the
  switches are ON. Otherwise, it would be shown.
- This can be applied to Attack and Guard commands, too.

---

<Battle Portrait: filename>

- Used for: Actor
- This is used with the "Portrait" Battle Layout.
- Sets the battle portrait image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.
- This will override any menu images used for battle only.

---

<Battle Portrait Offset: +x, +y>
<Battle Portrait Offset: -x, -y>

<Battle Portrait Offset X: +x>
<Battle Portrait Offset X: -x>

<Battle Portrait Offset Y: +y>
<Battle Portrait Offset Y: -y>

- Used for: Actor
- This is used with the "Portrait" and "Border" Battle Layouts.
- Offsets the X and Y coordinates for the battle portrait.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.

---

JavaScript Notetag: Battle Command-Related

The following are notetags made for users with JavaScript knowledge to determine if skill-based battle commands are visible or hidden.

---

<JS Command Visible>
 code
 code
 visible = code;
</JS Command Visible>

- Used for: Skill Notetags
- The 'visible' variable is the final returned variable to determine the
  skill's visibility in the Battle Command Window.
- Replace 'code' with JavaScript code to determine the skill's visibility in
  the Battle Command Window.
- The 'user' variable represents the user who will perform the skill.
- The 'skill' variable represents the skill to be used.

---

Targeting-Related Notetags

The following notetags are related to the targeting aspect of skills and items and may adjust the scope of how certain skills/items work.

---

<Always Hit>

<Always Hit Rate: x%>

- Used for: Skill, Item Notetags
- Causes the action to always hit or to always have a hit rate of exactly
  the marked x%.
- Replace 'x' with a number value representing the hit success percentage.

---

<Repeat Hits: x>

- Used for: Skill, Item Notetags
- Changes the number of hits the action will produce.
- Replace 'x' with a number value representing the number of hits to incur.

---

<Target: x Random Any>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets can be both actors and enemies.
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Enemies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only enemies.
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: x Random Allies>

- Used for: Skill, Item Notetags
- Makes the skill pick 'x' random targets when used.
- Targets are only actors.
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: All Allies But User>

- Used for: Skill, Item Notetags
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Targets all allies with the exception of the user.

---

<Target: Ally or Enemy>

- Used for: Skill, Item Notetags
- Allows the player to target allies or enemies with the skill/item.
  - Keep in mind this does NOT allow you to select dead party members.
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Target selection emphasis will go to allies first.
- Ignored when used by enemies and will be treated as an ally scope.
- Auto-battle actors will also treat this action as an ally scope.
- For certain battle layouts in frontview, this will open the Actor Select
  window in order for Touch Input to be able to select actors.

---

<Target: Enemy or Ally>

- Used for: Skill, Item Notetags
- Allows the player to target enemies or allies with the skill/item.
  - Keep in mind this does NOT allow you to select dead party members.
- This will overwrite the existing database scope and ignore the database's
  existing scope in favor of this.
- Target selection emphasis will go to enemies first.
- Ignored when used by enemies and will be treated as an enemy scope.
- Auto-battle actors will also treat this action as an enemy scope.
- For certain battle layouts in frontview, this will open the Actor Select
  window in order for Touch Input to be able to select actors.

---

<Single or Multiple Select>

- Used for: Skill, Item Notetags
- Requires an original scope that can select individual targets.
- This will allow the skill/item to be able to select either single targets
  or multiple targets at once.
  - In order to select "all enemies", the player must press the "Page Up"
    keyboard button or the visual on screen "All Enemies" button.
  - In order to select "all allies", the player must press the "Page Down"
    keyboard button or the visual on screen "All Allies" button.
  - Those wondering why this isn't regulated to a command left or right of
    the enemies and actors is because mouse controls and touch controls
    would not be able to select all enemies or all allies that way.
  - This can NOT be used with single dead ally scopes.
- If there is an enemy with Taunt or Provoke, the option to select
  "All Enemies" does not become possible.
- The enemy AI and Auto-Battle actor AI will NOT make use of the ability to
  toggle between single and multiple target scopes. They will only use the
  single target versions of these skills.

---

<Disperse Damage>

- Used for: Skill, Item Notetags
- This will cause any damage dealt by this skill to be split equally amongst
  all targets of the skill including repeats.
  - For basic attacks, any damage reduction added attack trait totals will
    by reverted.
- This does NOT have to be used with <Single or Multiple Select> notetag and
  can be used by itself for an "All" scope, making the skill/item deal less
  damage if there's more enemies and more damage if there's less enemies.

---

<Cannot Target User>

- Used for: Skill, Item Notetags
- This will cause the action to be unable to select the user as the target.
- This is not a targeting scope. Instead, it is used in addition to any
  other targeting scopes out there.
- When used with "All" scopes, the user is removed from the target pool.
- This is also applied outside of battle.
- If the user somehow enters the target pool, the user is then replaced by
  a random ally found in the party.

---

JavaScript Notetag: Targeting-Related

---

<JS Targets>
 code
 code
 targets = [code];
</JS Targets>

- Used for: Skill, Item Notetags
- The 'targets' variable is an array that is returned to be used as a
  container for all the valid action targets.
- The 'targets' variable will include the original set of targets determined
  by the skill/item's original scale.
- Replace 'code' with JavaScript code to determine valid targets.

---

Damage-Related Notetags

BattleCoreDmgStyles.png

---

<Damage Style: name>

- Used for: Skill, Item Notetags
- Replace 'name' with a Damage Style name to change the way calculations are
  made using the damage formula input box.
- Names can be found in Plugin Parameters => Damage Settings => Style List

---

<Armor Reduction: x>
<Armor Reduction: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  reduction properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  when calculating one's own armor.
- Use the 'x' notetag variant to determine a flat reduction value.
- Use the 'x%' notetag variant to determine a percentile reduction value.

---

<Armor Penetration: x>
<Armor Penetration: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  penetration properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  properties when calculating a target's armor.
- Use the 'x' notetag variant to determine a flat penetration value.
- Use the 'x%' notetag variant to determine a percentile penetration value.

---

<Magic Reduction: x>
<Magic Reduction: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  reduction properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  when calculating one's own armor.
- This applies to magical attacks.
- Use the 'x' notetag variant to determine a flat reduction value.
- Use the 'x%' notetag variant to determine a percentile reduction value.

---

<Magic Penetration: x>
<Magic Penetration: x%>
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, sets the current skill/item's armor
  penetration properties to 'x' and/or 'x%'.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  properties when calculating a target's armor.
- This applies to magical attacks.
- Use the 'x' notetag variant to determine a flat penetration value.
- Use the 'x%' notetag variant to determine a percentile penetration value.

---

<Bypass Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage capped.
- If used on trait objects, this will cause the affected unit to never have
  its damage capped.

---

<Damage Cap: x>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will declare the hard damage cap to
  be the 'x' value.
- If used on trait objects, this will raise the affect unit's hard damage
  cap to 'x' value. If another trait object has a higher value, use that
  value instead.

---

<Bypass Soft Damage Cap>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will cause the action to never have
  its damage scaled downward to the soft cap.
- If used on trait objects, this will cause the affected unit to never have
  its damage scaled downward to the soft cap.

---

<Soft Damage Cap: +x%>
<Soft Damage Cap: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills and/or items, this will increase/decrease the action's
  soft cap by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.
- If used on trait objects, this will raise the affect unit's soft damage
  limit by x% where 'x' is a percentage value representing the increment
  changed by the hard cap value.

---

<Unblockable>

- Used for: Skill, Item Notetags
- Using "Guard" against this skill will not reduce any damage.

---

Critical-Related Notetags

The following notetags affect skill and item critical hit rates and the critical damage multiplier.

---

<Always Critical>

- Used for: Skill, Item Notetags
- This skill/item will always land a critical hit regardless of the
  user's CRI parameter value.

---

<Set Critical Rate: x%>

- Used for: Skill, Item Notetags
- This skill/item will always have a x% change to land a critical hit
  regardless of user's CRI parameter value.
- Replace 'x' with a percerntage value representing the success rate.

---

<Modify Critical Rate: x%>
<Modify Critical Rate: +x%>
<Modify Critical Rate: -x%>

- Used for: Skill, Item Notetags
- Modifies the user's CRI parameter calculation for this skill/item.
- The 'x%' notetag variant will multiply the user's CRI parameter value
  for this skill/item.
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease
  the user's CRI parameter value for this skill/item.

---

<Modify Critical Multiplier: x%>
<Modify Critical Multiplier: +x%>
<Modify Critical Multiplier: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the damage multiplier when a critical hit lands.
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the multiplier with an
  incremenetal rate for this skill/item.

---

<Modify Critical Bonus Damage: x%>
<Modify Critical Bonus Damage: +x%>
<Modify Critical Bonus Damage: -x%>

- Used for: Skill, Item Notetags
- These notetags determine the bonus damage added when a critical hit lands.
- The 'x%' notetag variant multiply the damage to that exact percentage.
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
  incremenetal rate for this skill/item.

---

JavaScript Notetags: Critical-Related

The following are notetags made for users with JavaScript knowledge to determine how critical hit-related aspects are calculated.

---

<JS Critical Rate>
 code
 code
 rate = code;
</JS Critical Rate>

- Used for: Skill, Item Notetags
- The 'rate' variable is the final returned amount to determine the
  critical hit success rate.
- Replace 'code' with JavaScript code to determine the final 'rate' to be
  returned as the critical hit success rate.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Critical Damage>
 code
 code
 multiplier = code;
 bonusDamage = code;
</JS Critical Damage>

- Used for: Skill, Item Notetags
- The 'multiplier' variable is returned later and used as the damage
  multiplier used to amplify the critical damage amount.
- The 'bonusDamage' variable is returned later and used as extra added
  damage for the critical damage amount.
- Replace 'code' with JavaScript code to determine how the 'multiplier' and
  'bonusDamage' variables are calculated.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

Life Steal-Related Notetags

BattleCore Update123 Preview1.png

---

<HP Life Steal: x%>
<MP Life Steal: x%>

- Used for: Skill, Item Notetags
- Causes this skill/item to have Life Steal properties, allowing the user to
  take x% of the HP/MP Damage as recovered HP/MP.
  - HP Life Steal can only take HP from dealt HP damage.
  - MP Life Steal can only take MP from dealt MP damage.
- Replace 'x' with a number representing the percentage of the dealt damage
  used as HP/MP recovery.
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal
  is a different mechanic from HP Drain/MP Drain.

---

<HP Life Steal Certain Hit: +x%>
<HP Life Steal Physical Hit: +x%>
<HP Life Steal Magical Hit: +x%>

<HP Life Steal Certain Hit: -x%>
<HP Life Steal Physical Hit: -x%>
<HP Life Steal Magical Hit: -x%>

<MP Life Steal Certain Hit: +x%>
<MP Life Steal Physical Hit: +x%>
<MP Life Steal Magical Hit: +x%>

<MP Life Steal Certain Hit: -x%>
<MP Life Steal Physical Hit: -x%>
<MP Life Steal Magical Hit: -x%>

- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- The related battler's various trait properties can have passive life steal
  properties that will trigger upon using skills/items with matching hit
  types regardless of whether or not the skill/item innately has Life Steal.
  - Notetag variants with "Certain Hit" will only trigger from "Certain Hit"
    skill and item types. Same with "Physical" and "Magical" variants.
  - HP Life Steal can only take HP from dealt HP damage.
  - MP Life Steal can only take HP from dealt MP damage.
- Replace 'x' with a number representing the additive stacking percentage
  boost of the dealt damage used as HP/MP recovery. The effects will stack
  additively with other trait objects.
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal
  is a different mechanic from HP Drain/MP Drain.

---

<Cancel Life Steal>

<Cancel HP Life Steal>
<Cancel MP Life Steal>

- Used for: Skill, Item Notetags
- Prevents this skill from allowing Life Steal effects to occur including
  the passive life steal calculators from the skill/item user.
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
  from HP Drain/MP Drain.

---

<Guard Life Steal>

<Guard HP Life Steal>
<Guard MP Life Steal>

- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- If the related battler becomes the target of Life Steal, this will prevent
  the Life Steal effects from taking effect.
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
  from HP Drain/MP Drain.

---

<Disarm Life Steal>

<Disarm HP Life Steal>
<Disarm MP Life Steal>

- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- Makes the related battler unable to HP/MP Life Steal regardless of the
  skill/item and its related properties like equipment.
- This does not prevent skills/items with innate Life Steal from being used.
  Only the Life Steal part of the skill/item will have no effect.
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
  from HP Drain/MP Drain.

---

<Negative Life Steal>

<Negative HP Life Steal>
<Negative MP Life Steal>

- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- If the related battler becomes the target of Life Steal, this will invert
  the healing properties of Life Steal, causing the Life Steal user to
  instead take HP/MP damage.
  - This does NOT heal the target related battler.
- This does not prevent skills/items with innate Life Steal from being used.
  Only the Life Steal part of the skill/item will have no effect.
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
  from HP Drain/MP Drain.

---

Action Sequence-Related Notetags

BattleCoreActSeq.png

Action Sequences allow you full control over how a skill and/or item plays through its course. These notetags give you control over various aspects of those Action Sequences. More information is found in the Action Sequences help section.

---

BattleCorePentaSlash.gif

<Custom Action Sequence>

- Used for: Skill, Item Notetags
- Removes all automated Action Sequence parts from the skill.
- Everything Action Sequence-related will be done by Common Events.
- Insert Common Event(s) into the skill/item's effects list to make use of
  the Custom Action Sequences.
- This will prevent common events from loading in the Item Scene and Skill
  Scene when used outside of battle.

---

<Auto Action Sequence>

- Used for: Skill, Item Notetags
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
  plugin will prevent custom action sequences from happening for the skill
  or item, and instead, use an Automatic Action Sequence instead.
- Ignore this if you have "Auto Notetag" disabled or set to false. By
  default, this setting is set to false. Please be aware of the changes
  you've made to your game before using it.

---

<Bypass Auto Action Sequence>

- Used for: Skill, Item Notetags
- This notetag is used for the game devs that have the Action Sequence
  Plugin Parameter "Auto Notetag" on for applying <Custom Action Sequence>
  to everything.
- This will allow items and skills to be able to launch their common
  events from the menu scene regardless of the inherent restriction to
  prevent action sequence based skills/items with common events from
  launching.
- Ignore this if you have "Auto Notetag" disabled or set to false. By
  default, this setting is set to false. Please be aware of the changes
  you've made to your game before using it.

---

<Common Event: name>

- Used for: Skill, Item Notetags
- Battle only: calls forth a Common Event of a matching name.
- Replace 'name' with the name of a Common Event to call from when this
  skill/item is used in battle.
  - Remove any \I[x] in the name.
- Insert multiple notetags to call multiple Common Events in succession.
- This will occur after any Common Event Trait Effects for the skill/item's
  database entry.
- This is primarily used for users who are reorganizing around their Common
  Events and would still like to have their skills/items perform the correct
  Action Sequences in case the ID's are different.

---

<Display Icon: x>
<Display Text: string>

- Used for: Skill, Item Notetags
- When displaying the skill/item name in the Action Sequence, determine the
  icon and/or text displayed.
- Replace 'x' with a number value representing the icon ID to be displayed.
- Replace 'string' with a text value representing the displayed name.

---

BattleCore CommonEventKeys.png

<Common Event Key: name>
<Common Event Keys: name, name, name>

<Common Event Keys>
 key
 key
 key
</Common Event Keys>

- Used for: Skill, Item Notetags
- Will generate Common Events for the skill/item with a corresponding key.
- Replace 'name' with the name of the Common Event's key that you want to
  reference. That key will be converted into a Common Event effect for the
  skill/item and be treated as an action sequence.
  - The notetag variants that use multiple keys will have the keys added in
    the order they are listed.
  - If keys do not reference any Common Events, no Common Events will be
    added for that key.
- To mark a Common Event with a key, insert inside a Common Event's name the
  [ and ] brackets around the text that will be used as the Common Event's
  key text.
  - For example, if Common Event's name is "Penta Slash [PENTA]", then the
    key used is "PENTA" without the quotes.
  - This key could then be referenced by <Common Event Key: PENTA> notetag.
  - Do not use commas (,) inside the key text as it will be automatically
    removed for the sake of consistency.
- This feature is made for make the process of sharing Action Sequences to
  become easier without needing to line up Common Event ID's.

---

Animated Sideview Battler-Related Notetags

BattleCoreSvEnemies.png

Enemies can use Animated Sideview Actor graphics thanks to this plugin. These notetags give you control over that aspect. Some of these also affect actors in addition to enemies.

---

<Sideview Battler: filename>

<Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</Sideview Battlers>

- Used for: Enemy Notetags
- Replaces the enemy's battler graphic with an animated Sideview Actor
  graphic found in the img/sv_actors/ folder.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Sideview Battlers>

---

<Sideview Anchor: x, y>

- Used for: Actor, Enemy Notetags
- Sets the sprite anchor positions for the sideview sprite.
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
  the sideview sprite.
- By default, the x and y anchors are 0.5 and 1.0.

---

<Sideview Home Offset: +x, +y>
<Sideview Home Offset: -x, -y>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  coordinates by. For '0' values, use +0 or -0.
- This notetag will not work if you remove it from the JavaScript code in
  Plugin Parameters > Actor > JS:  Home Position

---

<Sideview Weapon Offset: +x, +y>
<Sideview Weapon Offset: -x, -y>

- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  coordinates by. For '0' values, use +0 or -0.

---

<Sideview Show Shadow>
<Sideview Hide Shadow>

- Used for: Actor, Enemy Notetags
- Sets it so the sideview battler's shadow will be visible or hidden.

---

<Sideview Shadow Scale: x%>
<Sideview Shadow Scale: x.y>

- Used for: Actor, Enemy Notetags
- Adjusts the scaling size of the sideview battler's shadow.
- This affects both the X and Y scale.

---

<Sideview Shadow Scale X: x%>
<Sideview Shadow Scale X: x.y>

<Sideview Shadow Scale Y: x%>
<Sideview Shadow Scale Y: x.y>

- Used for: Actor, Enemy Notetags
- Adjusts the scaling size of the sideview battler's shadow.
- These affect their respective X and Y scales separately.

---

<Sideview Collapse>
<Sideview No Collapse>

- Used for: Enemy Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
- No collapse graphic means the enemy's corpse will remain on the screen.

---

<Sideview Idle Motion: name>

<Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</Sideview Idle Motions>

- Used for: Enemy Notetags
- Changes the default idle motion for the enemy.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Idle Motions>
 walk: 25
 wait: 50
 guard
 victory
 abnormal
</Sideview Idle Motions>

---

<Sideview Size: width, height>

- Used for: Enemy Notetags
- When using a sideview battler, its width and height will default to the
  setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
- This notetag lets you change that value to something else.
- Replace 'width' and 'height' with numbers representing how many pixels
  wide/tall the sprite will be treated as.
- This does NOT change the image size. This only changes the HITBOX size.

---

<Sideview Weapon: weapontype>

<Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</Sideview Weapons>

- Used for: Enemy Notetags
- Give your sideview enemies weapons to use.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Example:

<Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Sideview Weapons>

---

<traitname Sideview Battler: filename>

<traitname Sideview Battlers>
 filename: weight
 filename: weight
 filename: weight
</traitname Sideview Battlers>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'filename' with the filename of the graphic to use. Do not insert
  any extensions. This means the file 'Actor1_1.png' will be only inserted
  as 'Actor1_1' without the '.png' at the end.
- If the multiple notetag vaiant is used, then a random filename is selected
  from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'filename'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'filename' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Battlers>
 Actor1_1: 25
 Actor1_3: 10
 Actor1_5
 Actor1_7
</Male Sideview Battlers>

<Female Sideview Battlers>
 Actor1_2: 25
 Actor1_4: 10
 Actor1_6
 Actor1_8
</Female Sideview Battlers>

---

<traitname Sideview Idle Motion: name>

<traitname Sideview Idle Motions>
 name: weight
 name: weight
 name: weight
</traitname Sideview Idle Motions>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique idle motions.
- Replace 'name' with any of the following motion names:
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
    'abnormal', 'sleep', 'dead'
- If the multiple notetag vaiant is used, then a random motion name is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Examples:

<Jolly Sideview Idle Motions>
 wait: 25
 victory: 10
 walk
</Jolly Sideview Idle Motions>

<Serious Sideview Idle Motions>
 walk: 25
 guard: 10
 wait
</Jolly Sideview Idle Motions>

---

<traitname Sideview Weapon: weapontype>

<traitname Sideview Weapons>
 weapontype: weight
 weapontype: weight
 weapontype: weight
</traitname Sideview Weapons>

- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
- Allows certain Trait Sets to cause battlers to have unique weapons.
- Replace 'weapontype' with the name of the weapon type found under the
  Database => Types => Weapon Types list (without text codes).
- If the multiple notetag vaiant is used, then a random weapon type is
  selected from the list upon the enemy's creation.
- Replace 'weight' with a number value representing how often the weapontype
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'weapontype' instead.
- Add/remove lines as you see fit.

Examples:

<Male Sideview Weapons>
 Dagger: 25
 Sword: 25
 Axe
</Male Sideview Weapons>

<Female Sideview Weapons>
 Dagger: 25
 Spear: 25
 Cane
</Female Sideview Weapons>

---

Enemy-Related Notetags

---

<Battler Sprite Cannot Move>

- Used for: Enemy Notetags
- Prevents the enemy from being able to move, jump, and/or float due to
  Action Sequences. Useful for rooted enemies.

---

BattleCoreSwap.png

<Swap Enemies>
 name: weight
 name: weight
 name: weight
</Swap Enemies>

- Used for: Enemy Notetags
- Causes this enemy database object to function as a randomizer for any of
  the listed enemies inside the notetag. When the enemy is loaded into the
  battle scene, the enemy is immediately replaced with one of the enemies
  listed. The randomization is based off the 'weight' given to each of the
  enemy 'names'.
- Replace 'name' with the database enemy of the enemy you wish to replace
  the enemy with.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- Add/remove lines as you see fit.

Example:

<Swap Enemies>
 Bat: 50
 Slime: 25
 Orc
 Minotaur
</Swap Enemies>

---

JavaScript Notetags: Mechanics-Related

These JavaScript notetags allow you to run code at specific instances during battle provided that the unit has that code associated with them in a trait object (actor, class, weapon, armor, enemy, or state). How you use these is entirely up to you and will depend on your ability to understand the code used and driven for each case.

---

<JS Pre-Start Battle>
 code
 code
 code
</JS Pre-Start Battle>

<JS Post-Start Battle>
 code
 code
 code
</JS Post-Start Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of battle aimed at the function:
  BattleManager.startBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Turn>
 code
 code
 code
</JS Pre-Start Turn>

<JS Post-Start Turn>
 code
 code
 code
</JS Post-Start Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of a turn aimed at the function:
  BattleManager.startTurn()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Start Action>
 code
 code
 code
</JS Pre-Start Action>

<JS Post-Start Action>
 code
 code
 code
</JS Post-Start Action>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action aimed at the function:
  BattleManager.startAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Apply>
 code
 code
 code
</JS Pre-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Apply as User>
 code
 code
 code
</JS Pre-Apply as User>

<JS Pre-Apply as Target>
 code
 code
 code
</JS Pre-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage>
 code
 code
 code
</JS Pre-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Pre-Damage as User>
 code
 code
 code
</JS Pre-Damage as User>

<JS Pre-Damage as Target>
 code
 code
 code
</JS Pre-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code before damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage>
 code
 code
 code
</JS Post-Damage>

- Used for: Skill, Item Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Damage as User>
 code
 code
 code
</JS Post-Damage as User>

<JS Post-Damage as Target>
 code
 code
 code
</JS Post-Damage as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
  Game_Action.prototype.executeDamage()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply>
 code
 code
 code
</JS Post-Apply>

- Used for: Skill, Item Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on skills and/or items, this will only apply to the skill/item
  being used and does not affect other skills and items.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.

---

<JS Post-Apply as User>
 code
 code
 code
</JS Post-Apply as User>

<JS Post-Apply as Target>
 code
 code
 code
</JS Post-Apply as Target>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
  Game_Action.prototype.apply()
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- If the 'as User' notetag variant is used, this code will be run as a
  response to the action from the action user end.
- If the 'as Target' notetag variant is used, this code will be run as a
  response to the action from the action target end.
- Replace 'code' with JavaScript code to run desired effects.

---

<JS Pre-End Action>
 code
 code
 code
</JS Pre-End Action>

<JS Post-End Action>
 code
 code
 code
</JS Post-End Action>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action aimed at the function:
  BattleManager.endAction()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- If used on trait objects, this will apply to any skills/items used as long
  as the unit affected by the trait object has access to the trait object.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Turn>
 code
 code
 code
</JS Pre-End Turn>

<JS Post-End Turn>
 code
 code
 code
</JS Post-End Turn>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of a turn aimed at the function:
  Game_Battler.prototype.onTurnEnd()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-Regenerate>
 code
 code
 code
</JS Pre-Regenerate>

<JS Post-Regenerate>
 code
 code
 code
</JS Post-Regenerate>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:
  Game_Battler.prototype.regenerateAll()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Victory>
 code
 code
 code
</JS Battle Victory>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is won aimed at the function:
  BattleManager.processVictory()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Success>
 code
 code
 code
</JS Escape Success>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping succeeds aimed at the function:
  BattleManager.onEscapeSuccess()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Escape Failure>
 code
 code
 code
</JS Escape Failure>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when escaping fails aimed at the function:
  BattleManager.onEscapeFailure()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Battle Defeat>
 code
 code
 code
</JS Battle Defeat>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a battle is lost aimed at the function:
  BattleManager.processDefeat()
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

<JS Pre-End Battle>
 code
 code
 code
</JS Pre-End Battle>

<JS Post-End Battle>
 code
 code
 code
</JS Post-End Battle>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when the battle is over aimed at the function:
  BattleManager.endBattle()
  - 'Pre' runs before the function runs.
  - 'Post' runs after the function runs.
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one affected by the trait object.

---

Battle Layout-Related Notetags

BattleCoreBattleStyleBorder.png

These tags will change the battle layout for a troop regardless of how the plugin parameters are set up normally. Insert these tags in either the noteboxes of maps or the names of troops for them to take effect. If both are present for a specific battle, then priority goes to the setting found in the troop name.

---

<Layout: type>
<Battle Layout: type>

- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Changes the battle layout style used for this specific map or battle.
- Replace 'type' with 'default', 'list', 'xp', 'portrait', or 'border'.
- Those with VisuMZ_3_FrontviewBattleUI can use 'frontview'.
- Those with VisuMZ_3_SideviewBattleUI can use 'sideview'.
- If using Troop Comment Tags, then as long as the tag appears in a comment
  found on any of the Troop's pages (even if they don't run), the tag will
  be considered in effect.

---

Troop Size Tags

BattleCore ExtTroop.png

---

<Extend: x>
<Extend: x, x, x>

- Used for: Troop Name Tags and Troop Comment Tags
- Adds enemies from another troop to the current troop.
- Enemies from another troop will retain their database positions.
- Replace 'x' with the ID of the database troop entry you wish to add enemy
  members from.
  - Insert multiple x's to add from more troops.
- Extended troop members will be added in the order they're listed.
- Be cautious of how many enemies you add as too many will lag the battle
  system. We are not responsible for frame drops due to this.

---

Troop Comment Tags

Place these tags inside of a comment found in a troop page's event list.

---

BattleCore OnceParallelWhenStartBattle.png

<Once Parallel When Start Battle>

- Used for: Troop Page Comment Tags
- Causes the troop page to immediately load the moment the battle scene
  begins to fade in (not after it fades in). This is faster than a turn 0
  condition troop page. Troop page conditions are ignored.
- This can be used for things like the Action Sequence Camera plugin, the
  Visual Battle Environment plugin, and/or initial battle poses and such in
  order to provide a near seamless battle transition experience.
- This does NOT trigger when coming out of the options menu or party menu.
- This WILL trigger when going from battle to battle nonstop via plugins
  like VisuStella MZ's Chain Battles.
- When actors are moving towards their home positions, it will take around
  30 frames by default. Use this information however you like.

---

Main Menu Core VisuStella MZ

The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

---

Portrait-Related Notetags

MainMenuCorePortrait.png

<Menu Portrait: filename>

- Used for: Actor
- This is used with the "Portrait" style Main Menu List.
- Sets the menu image for the actor to 'filename'.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
  extension from the notetag.

---

<Menu Portrait Offset: +x, +y>
<Menu Portrait Offset: -x, -y>

<Menu Portrait Offset X: +x>
<Menu Portrait Offset X: -x>

<Menu Portrait Offset Y: +y>
<Menu Portrait Offset Y: -y>

- Used for: Actor
- This is used with the "Portrait" style Main Menu List.
- Offsets the X and Y coordinates for the menu image.
- Replace 'x' with a number value that offsets the x coordinate.
- Negative x values offset left. Positive x values offset right.
- Replace 'y' with a number value that offsets the y coordinate.
- Negative y values offset up. Positive x values offset down.
- This only applies to the Main Menu portraits.

---

End of List

Pages in category "Notetags (MZ)"

The following 104 pages are in this category, out of 104 total.