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

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{{VisuMZ Elements and Status Menu Core Notetags}}
 
{{VisuMZ Elements and Status Menu Core Notetags}}
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== [[Enhanced TP System VisuStella MZ]] ==
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{{VisuMZ Enhanced TP System Notetags}}
  
 
== [[Enemy Levels VisuStella MZ]] ==
 
== [[Enemy Levels VisuStella MZ]] ==

Revision as of 01:24, 8 October 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.


Contents

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

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

Aggro Control System VisuStella 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.

Provoke-Related Notetags

AggroControlSystem Provoke.gif

The following notetags enable you to utilize the Provoke effects added by this plugin. Provoked targets can only attack the provoking unit for single target actions.

---

<Provoke>

- Used for: State Notetags
- Causes the state affected unit to be able to only attack the caster of the
  provoke state for single target actions.
- If multiple provoke states are applied, then the provoker is the one who
  applied the highest priority provoke state.
- States with <Provoke> on them will automatically remove themselves if the
  provoker dies. Update made by Arisu.

---


<Provoke Height Origin: x%>

- Used for: Actor, Enemy Notetags
- Sets the provoke height origin point to x% of the sprite's height.
- This is the landing point for the provoke trails.
- Replace 'x' with a number presenting what rate of the sprite's height to
  set as the provoke height origin point.

---

<Bypass Provoke>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Makes the affected unit to ignore any and all provoke effects applied by
  any provoke states, allowing them to target foes as if they are unaffected
  by provoke states altogether.

---

<Bypass Provoke>
- Used for: Skill and Item Notetags
- Makes the action bypass provoke effects applied by any provoke states,
  allowing this action to target foes as if the user is unaffected by any
  provoke effects altogether.

---

Taunt-Related Notetags

AggroControlSystem Taunt.gif

---

<Taunt>
<All Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the taunting unit to become the target of the opposing team's
  single target actions for physical, magical, and certain hit actions.
- If multiple taunters exist, then the opposing team can select between any
  of the taunters for targets.

---

<Physical Taunt>
<Magical Taunt>
<Certain Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the taunting unit to become the target of the opposing team's
  single target actions for physical, magical, and certain hit actions
  respectively.
- Add/remove any combination of the above to cause the affected unit to
  become the target of those types of actions.
- If multiple taunters exist, then the opposing team can select between any
  of the taunters for targets.

---

<Bypass Taunt>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- The affected unit will ignore any and all taunt effects created by the
  opposing team, allowing them to use single target actions as if no
  taunters exist on the opposing team.

---

<Bypass Taunt>
- Used for: Skill and Item Notetags
- Makes the action bypass taunt effects created by the opposing team,
  allowing the user to use single target actions as if no taunters exist on
  the opposing team.

---

Aggro-Related Notetags

AggroControlSystem Aggro.png

---

<User Aggro: +x>
<User Aggro: -x>

- Used for: Skill, Item
- Upon using this action, raise the user's battle aggro value by 'x'.
- Replace 'x' with the amount of battle aggro to increase/decrease by.
- This effect will only apply once per usage regardless of the number of
  successful hits landed by the action.

---

<Target Aggro: +x>
<Target Aggro: -x>

- Used for: Skill, Item
- Upon using this action, raise the target's battle aggro value by 'x'.
- Replace 'x' with the amount of battle aggro to increase/decrease by.
- This effect will apply multiple times based on the number of successful
  hits landed by the action.

---

<Aggro: +x>
<Aggro: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected unit to passively have increased/decreased aggro
  values independent of the amount of aggro it earns in battle.
- Replace 'x' with the amount of aggro this object increases/decreases by.

---

<Aggro Multiplier: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected unit to increase the amount of perceived aggro it has
  by the aggro multiplier.
- Replace 'x' with a number representing the percentage to increase/decrease
  the perceived aggro by.
- If multiple of these traits exist across different trait objects, the
  effects are increased multiplicatively.

---

<Bypass Highest Aggro>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills or items, the action will decide targets by aggro weight
  instead of always picking the highest aggro unit(s).
- If used on trait objects, the affected unit will decide targets by aggro
  weight instead of always picking the highest aggro unit(s).
- This is used for enemy A.I. or Actor auto battle A.I.

---

<Bypass Highest Aggro>
- Used for: Skill and Item Notetags
- Makes the action bypass highest aggro effects and instead focuses on
  targets by aggro weight instead.
- This is used for enemy A.I. or Actor auto battle A.I.

---

<Target Highest Aggro>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on skills or items, the action will always decide its targets by
  the highest aggro value.
- If used on trait objects, the affected unit will always decide on targets
  by the highest aggro value.
- If the <Bypass Highest Aggro> notetag exists, this effect is ignored.
- This is used for enemy A.I. or Actor auto battle A.I.

---

JavaScript Notetags: Aggro-Related

AggroControlSystem Aggro.png

---

<JS User Aggro>
 code
 code
 value = code
</JS User Aggro>

- Used for: Skill, Item
- Replace 'code' with JavaScript code to determine the final 'value' to
  change the user's battle aggro to upon using this skill.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.
- This effect will only apply once per usage regardless of the number of
  successful hits landed by the action.

---

<JS Target Aggro>
 code
 code
 value = code
</JS Target Aggro>

- Used for: Skill, Item
- Replace 'code' with JavaScript code to determine the final 'value' to
  change target's battle aggro to upon using this skill.
- The 'user' variable represents the one using the skill/item.
- The 'target' variable represents the one receiving the skill/item hit.
- This effect will apply multiple times based on the number of successful
  hits landed by the action.

---

Battle AI 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.

General A.I. Settings Notetags

These notetags set the general A.I. related settings for enemies and any actors that use A.I. (requires Auto Battle and has a reference A.I.).

---

BattleAI Styles.png

<AI Style: x>

- Used for: Class, Enemy Notetags
- Replace 'x' with 'Classic', 'Gambit', 'Casual', or 'Random' without the
  quotes. Example: <AI Style: Gambit>
- Determines the A.I. style used. Refer to the A.I. Styles section on the
  various types of styles.
- For actors, place this inside the associated class's notebox instead.
- For actors, this does not apply if there is no referenced enemy A.I. list.
- Setup the reference enemy through either the Plugin Parameters or by using
  the <Reference AI: Enemy id> notetag found below.

---

BattleAI Levels.png

<AI Level: x>

- Used for: Actor, Enemy Notetags
- Designates the unit's A.I. level if A.I. is to be used.
- Replace 'x' with a number from 0 to 100.
- Units with higher A.I. Levels will be more strict about conditions.
- Units with lower A.I. Levels will be more lax about conditions.

---

<AI Rating Variance: x>

- Used for: Actor, Enemy Notetags
- Sets the variance amount when determining A.I. actions by rating.
- Replace 'x' with a number between 0 and 9.
- 0 for no variance.
- Lower numbers for less variance.
- Higher numbers for more variance.

---

BattleAI Reference.png

<Reference AI: Enemy id>
<Reference AI: name>

- Used for: Class Notetags
- Causes any actor using this class that has the Auto Battle trait to use
  a specific enemy's attack pattern (ratings, conditions, etc.) to determine
  which skill to use in battle.
- Replace 'id' with a number representing the enemy's ID to reference.
- Replace 'name' with the name the enemy to reference.
- Actors are only able to use skills they would normally have access to.
  - Actors need to have LEARNED the skill.
  - Actors need to be able to access the skill's SKILL TYPE.
  - Actors need to have the RESOURCES to pay for the skill.
- If you cannot figure out why an auto battle actor cannot use a
  specific skill, turn OFF auto battle and see if you can use the skill
  normally.

---

<No Reference AI>

- Used for: Class Notetags
- Prevents the class from using any enemies as their reference A.I. pattern
  (including the one set in the Plugin Parameters).

---

Skill A.I. Condition Notetags

Insert these notetags into the noteboxes of skills that you'd like to give custom A.I. conditions for. The 'All' version of the notetags require every condition to be met while the 'Any' version of the notetags require only one of the conditions to be met.

If both are used together, then the 'All' conditions must be completely fulfilled while the 'Any' conditions need only one to be fulfilled.

---

BattleAI Params2.png

<All AI Conditions>
 condition
 condition
 condition
</All AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- All conditions must be met in order for this to become a valid skill for
  the AI to use.
- This can be used together with <Any AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'All' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<Any AI Conditions>
 condition
 condition
 condition
</Any AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- As long as one condition is met, this becomes a valid skill for the AI
  to use. If none of them are met, this skill becomes invalid for AI use.
- This can be used together with <All AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'Any' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<No AI Conditions>

- Used for: Skill
- Removes any default 'All' and 'Any' conditions for this skill.

---

Condition List

BattleAI Params2.png

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Variable x' (replace 'x' with a number) for variable x's current value.

- 'HP%', 'MP%', 'TP%' for HP, MP, and TP rates respectively.
- 'MaxHP', 'MaxMP', 'MaxTP' for the potential target's respective values.
- 'Level' for the potential target's level. Requires VisuMZ_0_CoreEngine for
  this to affect enemies.
- 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK' for the potential target's total
  parameter value.

- 'param Buff Stacks' for the potential target's current Buff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
- 'param Debuff Stacks' for the potential target's current Debuff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

- 'param Buff Turns' for potential target's current buff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that buff.
- 'param Debuff Turns' for potential target's current debuff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that debuff.

- 'State id Turns' or 'State name Turns' for potential target's current turn
  duration on that particular state.
  - Replace 'id' with a number representing the ID of the state.
  - Replace 'name' with the state's name.
  - Returns 0 if the potential target is not affected by that state.
  - Returns the max safe number value if the potential target is has that
    state as a passive state.

- 'Element id Rate', 'Element name Rate', 'name Element Rate'
  - Returns a (float) value of the potential target's element's rate.
  - Replace 'id' with the ID of the element whose rate is to be checked.
  - Replace 'name' with the name of the element whose rate is to be checked.
    - Ignore any text codes in the element name.

- 'Team Alive Members'
  - Returns a number value indicating how many alive members there are on
    the potential target's team.

- 'Team Dead Members'
  - Returns a number value indicating how many dead members there are on
    the potential target's team.

- When no keyword matches are found, the comparison value will be
  interpreted as JavaScript code. If the JavaScript code fails, it will
  default to a 0 value.

  *NOTE* JavaScript cannot be used without comparison operators to reduce
  error. This means if you want to check if a switch is on or not, don't
  simply use "$gameSwitches.value(42)" as it does not have any comparison
  operators. Instead, use "$gameSwitches.value(42) === true" to check.

  *NOTE* To make any of these conditions base off of the user instead, add
  the word 'user' before the condition as such:

  user hp% >= 0.50
  user atk buff stacks === 2
  user team alive members < 3

---

Always

- Going to be valid no matter what.

---

x% Chance

- Replace 'x' with a number value representing the percent chance this skill
  would pass as valid.

---

Switch x On
Switch x Off

- Replace 'x' with the ID of the switch to check as ON/OFF.

---

User is Actor
User is Enemy
Target is Actor
Target is Enemy

- Requires the user or potential target to be an actor/enemy.

---

User Has State id
User Has State name
Target Has State id
Target Has State name

- Replace 'id' with the ID of the state the user or potential target needs
  to have.
- Replace 'name' with the name of the state the target needs to have.

---

User Not State id
User Not State name
Target Not State id
Target Not State name

- Replace 'id' with the ID of the state the user or potential target
  cannot have.
- Replace 'name' with the name of the state the target cannot have.

---

User Has param Buff
User Has param Debuff
Target Has param Buff
Target Has param Debuff

- Requires user or potential target to have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Has param Max Buff
User Has param Max Debuff
Target Has param Max Buff
Target Has param Max Debuff

- Requires potential user or target to have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Buff
User Not param Debuff
Target Not param Buff
Target Not param Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Max Buff
User Not param Max Debuff
Target Not param Max Buff
Target Not param Max Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

A.I. => TGR Weight Notetags

BattleAI Params3.png

You can set how much influence on TGR weights actors and enemies will place when determining valid targets for their actions.

---

<AI Element Rate Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the element rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI Element Rate Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in element rates when calculating TGR
  weights to determine action targets.

---

<AI EVA Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the EVA rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI EVA Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in EVA rates when calculating TGR
  weights to determine action targets.

---

<AI MEV Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the MEV rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI MEV Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in MEV rates when calculating TGR
  weights to determine action targets.

---

Battle Core VisuStella 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.

---

Battle System - ATB 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.

General ATB-Related Notetags

VisuMZ ATB Preview3.png

These notetags are general purpose notetags that have became available through this plugin.

---

<ATB Help>
 description
 description
</ATB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under TPB/ATB.
- This is primarily used if the skill behaves differently in TPB/ATB versus
  any other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to TPB/ATB.

---

<Hide ATB Gauge>

- Used for: Enemy Notetags
- If you don't want an enemy to show their ATB Gauge, use this notetag.

---

ATB Field Gauge-Related Notetags

VisuMZ ATB Preview1.png

These notetags only work if the ATB Field Gauge is enabled.

---

<ATB Field Gauge Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the marker graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<ATB Field Gauge Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the marker graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <ATB Field Gauge Face: Monster, 1>

---

ATB Gauge Manipulation-Related Notetags

VisuMZ ATB Preview2.png

These notetags are used for ATB Gauge manipulation purposes.

---

<ATB After Gauge: x%>

- Used for: Skill, Item Notetags
- After using the skill/item, the user's ATB Gauge will be set to x%.
- Replace 'x' with a percentile value representing the amount you want the
  ATB Gauge to reset to after the skill/item's usage.

---

<ATB Charge Gauge: x%>
<ATB Charge Gauge: +x%>
<ATB Charge Gauge: -x%>

- Used for: Skill, Item Notetags
- If the target is in a charging state, change the target's gauge amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the ATB
  Gauge you wish to alter it to/by.
- This only affects targets who are in a charging state.

---

<ATB Cast Gauge: x%>
<ATB Cast Gauge: +x%>
<ATB Cast Gauge: -x%>

- Used for: Skill, Item Notetags
- If the target is in a casting state, change the target's gauge amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the ATB
  Gauge you wish to alter it to/by.
- This only affects targets who are in a casting state.

---

<ATB Interrupt>

- Used for: Skill, Item Notetags
- If this skill/item hits a target who is in a casting state, interrupt that
  action to cancel it and reset the target's ATB Gauge to 0%.

---

<ATB Cannot Be Interrupted>

- Used for: Skill, Item Notetags
- Makes the skill/item immune to ATB Interruptions.

---

<ATB Battle Start Gauge: +x%>
<ATB Battle Start Gauge: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determine how much extra or less ATB Gauge the battler will start with if
  associated with one of these database objects.
- Replace 'x' with a percentile value determining how much extra or less ATB
  Gauge value the battler will start battle with.
- These values are additive when stacked.

---

<ATB After Gauge: +x%>
<ATB After Gauge: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Determine how much influence there is on the ATB Gauge after finishing a
  skill/item. Increase or decrease the amount after each action.
- Replace 'x' with a percentile value determining how much influence there
  is on the ATB Gauge after the skill/item has finished performing.
- These values are additive when stacked.

---

JavaScript Notetags: ATB Gauge Manipulation

VisuMZ ATB Preview2.png

The following are notetags made for users with JavaScript knowledge to give more control over conditional ATB Gauge Manipulation.

---

<JS ATB Charge Gauge>
 code
 code
 rate = code;
</JS ATB Charge Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to if the target is in a charging state.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current ATB Gauge rate
  if the target is in a charging state.

---

<JS ATB Cast Gauge>
 code
 code
 rate = code;
</JS ATB Cast Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to if the target is in a casting state.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current ATB Gauge rate
  if the target is in a casting state.

---

<JS ATB After Gauge>
 code
 code
 rate = code;
</JS ATB After Gauge>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  ATB Gauge to after performing this skill/item action.
- The 'rate' variable represents rate value the ATB Gauge will change to
  between the values of 0 and 1.
- The 'rate' variable will default to 0.

---

Battle System - CTB 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.

---

General CTB-Related Notetags

These notetags are general purpose notetags that have became available through this plugin.

---

<CTB Help>
 description
 description
</CTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under CTB.
- This is primarily used if the skill behaves differently in CTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to CTB.

---

CTB Turn Order Display-Related Notetags

CTB TurnOrder.png

These notetags affect the CTB Turn Order Display

---

<CTB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

---

<CTB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <CTB Turn Order Face: Monster, 1>

---

CTB Speed Manipulation-Related Notetags

CTB Delay.gif

These notetags are used for CTB Speed manipulation purposes.

---

<CTB Set Order: x>

- Used for: Skill, Item Notetags
- Sets the target's CTB Turn Order position to exactly x.
- Replace 'x' with a number value depicting the exact position of the turn
  order position. 0 is the currently active battler and cannot be used.
  1 is closest to taking a turn. Higher numbers are further away.
- This does not affect the currently active battler.

---

<CTB Change Order: +x>
<CTB Change Order: -x>

- Used for: Skill, Item Notetags
- Sets the target's CTB Turn Order position by x slots.
- Replace 'x' with a number value indicating the increase or decrease.
  Negative values decrease the turns needed to wait while positive values
  increase the turns needed.
- This does not affect the currently active battler.

---

<CTB After Speed: x%>

- Used for: Skill, Item Notetags
- After using the skill/item, the user's CTB Speed will be set to x%.
- Replace 'x' with a percentile value representing the amount you want the
  CTB Speed to reset to after the skill/item's usage.

---

<CTB Charge Speed: x%>
<CTB Charge Speed: +x%>
<CTB Charge Speed: -x%>

- Used for: Skill, Item Notetags
- If the target is in a charging state, change the target's speed amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the CTB
  Speed you wish to alter it to/by.
- This only affects targets who are in a charging state.

---

<CTB Cast Speed: x%>
<CTB Cast Speed: +x%>
<CTB Cast Speed: -x%>

- Used for: Skill, Item Notetags
- If the target is in a casting state, change the target's speed amount to
  x% or by x% (if using the +/- variants).
- Replace 'x' with a percentile value representing the amount of the CTB
  Speed you wish to alter it to/by.
- This only affects targets who are in a casting state.

---

JavaScript Notetags: CTB Speed Manipulation

CTB Delay.gif

The following are notetags made for users with JavaScript knowledge to give more control over conditional CTB Speed Manipulation.

---

<JS CTB Order>
 code
 code
 order = code;
</JS CTB Order>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine where to set the target's
  order on the CTB Turn Order Display to.
- The 'order' variable represents the final position on the Turn Order
  Display to place the target.
- The 'position' variable represents the target's current position on the
  Turn Order Display.
- This does not affect the currently active battler.

---

<JS CTB Charge Speed>
 code
 code
 rate = code;
</JS CTB Charge Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to if the target is in a charging state.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current CTB Speed rate
  if the target is in a charging state.

---

<JS CTB Cast Speed>
 code
 code
 rate = code;
</JS CTB Cast Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to if the target is in a casting state.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to the target's current CTB Speed rate
  if the target is in a casting state.

---

<JS CTB After Speed>
 code
 code
 rate = code;
</JS CTB After Speed>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine how much to change the
  CTB Speed to after performing this skill/item action.
- The 'rate' variable represents rate value the CTB Speed will change to
  between the values of 0 and 1.
- The 'rate' variable will default to 0.

---

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.

---

Elements and Status 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.

Element-Related Notetags

Elements.png

The following are element-related notetags.

---

<Multi-Element: x>
<Multi-Element: x,x,x>

<Multi-Element: name>
<Multi-Element: name, name, name>

- Used for: Skill, Item Notetags
- Gives this action an additional element (alongside the Damage element)
  when calculating damage.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Multi-Element Rule: Maximum>
<Multi-Element Rule: Minimum>
<Multi-Element Rule: Multiply>
<Multi-Element Rule: Additive>
<Multi-Element Rule: Average>

- Used for: Skill, Item Notetags
- Changes the multi-element ruling for this action to either 'Maximum',
  'Minimum', 'Multiply', 'Additive', or 'Average'.
- If this notetag is not used, refer to the default ruling set by the
  Plugin Parameters.

---

<Force Action Element: Null>

<Force Action Element: x>
<Force Action Element: x,x,x>

<Force Action Element: name>
<Force Action Element: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces any actions performed by this unit to be the specific element(s).
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- If multiples of this notetag are found across various Database objects,
  priority will go in the order of states, actor, enemy, class, equips.

---

<Force Received Element id Rate: x%>
<Force Received Element id Rate: x.x>

<Force Received Element name Rate: x%>
<Force Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at x multiplier.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Received Element id Plus: +x%>
<Received Element id Plus: +x.x>

<Received Element name Plus: +x%>
<Received Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Received Element id Rate: x%>
<Received Element id Rate: x.x>

<Received Element name Rate: x%>
<Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Received Element id Flat: +x%>
<Received Element id Flat: +x.x>

<Received Element name Flat: +x%>
<Received Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Plus: +x%>
<Dealt Element id Plus: +x.x>

<Dealt Element name Plus: +x%>
<Dealt Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Rate: x%>
<Dealt Element id Rate: x.x>

<Dealt Element name Rate: x%>
<Dealt Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Dealt Element id Flat: +x%>
<Dealt Element id Flat: +x.x>

<Dealt Element name Flat: +x%>
<Dealt Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Element Absorb: x>
<Element Absorb: x,x,x>

<Element Absorb: name>
<Element Absorb: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to absorb damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to absorb more elements.
- Absorption is calculated after all other element rates have been made.

---

<Element Reflect: x>
<Element Reflect: x,x,x>

<Element Reflect: name>
<Element Reflect: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to reflect damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to reflect more elements.
- Reflection occurs before any damage is calculated and dealt.
- Elemental Reflection will take priority over Magic Reflection.

---

<Bypass Element Reflect>

- Used for: Skill, Item Notetags
- Makes this skill/item unable to be reflected by Element Reflect effect.

---

<Element Pierce: x>
<Element Pierce: x,x,x>

<Element Pierce: name>
<Element Pierce: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to attack with the element and bypass any kinds
  of damage immunities, reflections, and absorptions.
  - Actions can still miss or be countered, however.
- If an action has multiple elements, as long as one element has pierce, the
  action will go through.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to reflect more elements.

---

<Element Pierce>

- Used for: Skill, Item Notetags
- Makes this skill/item bypass any kinds of damage immunities, reflections,
  and absorptions.
  - Action can still miss or be countered, however.

---

JavaScript Notetags: Element-Related

Elements.png

The following are notetags made for users with JavaScript knowledge to determine dynamic element-related effects.

---

<JS Force Received Element id Rate: code>
<JS Force Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at a code-determined rate.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Plus: code>
<JS Received Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Rate: code>
<JS Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Flat: code>
<JS Received Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Plus: code>
<JS Dealt Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Rate: code>
<JS Dealt Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Flat: code>
<JS Dealt Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

Trait Set Notetags

ElementStatusMenuCoreTraitSets.png

Trait Sets are used to apply various properties to actor and enemy units as a whole depending on what the trait set is. Use the following notetags to determine how to properly assign the desired Trait Set.

WARNING: Trait Sets only work if they are enabled in the Plugin Parameters: ElementStatusCore => General Trait Set Settings => Enable Trait Sets?

---

<Element: name>
<SubElement: name>
<Gender: name>
<Race: name>
<Nature: name>
<Alignment: name>
<Blessing: name>
<Curse: name>
<Zodiac: name>
<Variant: name>

- Used for: Actor, Enemy Notetags
- Determines the specific Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- If any of these notetags are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Examples:

<Element: Fire>
<SubElement: Thunder>
<Gender: Male>
<Nature: Jolly>
<Alignment: Chaotic Good>
<Zodiac: Aries>

---

<Trait Sets>
 Element:    name
 SubElement: name
 Gender:     name
 Race:       name
 Nature:     name
 Alignment:  name
 Blessing:   name
 Curse:      name
 Zodiac:     name
 Variant:    name
</Trait Sets>

- Used for: Actor, Enemy Notetags
- Determines the Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- You may remove the Trait Set types (ie. Blessing and Curse) that you don't
  want to assign anything to from the list.
- If any of these sets are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Example:

<Trait Sets>
 Element:    Fire
 SubElement: Thunder
 Gender:     Male
 Nature:     Jolly
 Alignment:  Chaotic Good
 Zodiac:     Aries
</Trait Sets>

---

<Random type>
 name: weight
 name: weight
 name: weight
</Random type>

- Used for: Actor, Enemy Notetags
- Assigns a random Trait Set for this Trait Set 'type'.
- Replace 'type' with 'Element', 'SubElement', 'Gender', 'Race', 'Nature',
  'Alignment', 'Blessing', 'Curse', 'Zodiac', or 'Variant' depending on
  which you're trying to randomize.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- This would bypass the innate settings determined in the Plugin Parameters.

Examples:

<Random Gender>
 Male: 75
 Female: 25
</Random Gender>

<Random Variant>
 Mighty: 10
 Major: 20
 Greater: 60
 Normal: 200
 Lesser: 10
 Minor
 Puny
</Random Variant>

---

<No Random Trait Sets>

- Used for: Actor, Enemy Notetags
- Prevents random Trait Sets from being assigned to this actor/enemy unit.

---

<Trait Set Name Format>
 text
</Trait Set Name Format>

- Used for: Enemy Notetags
- Enemy names can be affected by the Trait Sets they have. Replace 'text'
  with the format you wish to see them have.
- Insert [Name] into 'text' to determine where the enemy's name goes.
- Insert [Letter] into 'text' to determine where the enemy's letter goes.
- Insert [Element] into 'text' to determine where the format text goes.
- Insert [SubElement] into 'text' to determine where the format text goes.
- Insert [Gender] into 'text' to determine where the format text goes.
- Insert [Race] into 'text' to determine where the format text goes.
- Insert [Nature] into 'text' to determine where the format text goes.
- Insert [Alignment] into 'text' to determine where the format text goes.
- Insert [Blessing] into 'text' to determine where the format text goes.
- Insert [Curse] into 'text' to determine where the format text goes.
- Insert [Zodiac] into 'text' to determine where the format text goes.
- Insert [Variant] into 'text' to determine where the format text goes.

Example:

<Trait Set Name Format>
 [Alignment] [Nature] [Element] [Name][Gender] [Letter]
</Trait Set Name Format>

---

<traitname Battler Name: filename>

<traitname Battler Names>
 filename: weight
 filename: weight
 filename: weight
</traitname Battler Names>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'filename' with the battler graphic to associate with that
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
  Trait Set.

Examples:

<Male Battler Name: Spider1>
<Female Battler Name: Spider2>

<Male Battler Names>
 Rogue: 25
 Fighter: 10
 Warrior
</Male Battler Names>

---

ElementsStatusMenuCoreVariants.png

<traitname Battler Hue: x>

<traitname Battler Hues>
 x: weight
 x: weight
 x: weight
</traitname Battler Hues>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to use a different hue.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'x' with a number from 0 to 360 depicting the hue to become.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.

Examples:

<Male Battler Hue: 160>
<Female Battler Hue: 275>

<Female Battler Hues>
 275: 10
 325: 5
 345
</Female Battler Hues>

---

<Equip Trait Requirement: name>
<Equip Trait Requirement: name, name, name>

- Used for: Weapon, Armor Notetags
- Makes this piece of equipment equippable by only actors with those traits.
- If there are multiple traits required, all of them have to be met.
- If multiple trait types share the same trait name, the listed name will
  count for all of them.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Changing trait sets mid-game will remove unmatched traits.
- Usage Example: <Equip Trait Requirement: Female> makes the item only
  equippable by female actors as long as they are tagged as female.

---

<Damage VS name Trait: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will perform 'x%' damage versus any
  targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all damage types will be multiplied by 'x%' versus targets with 'name'
  trait sets (any of them).
- This notetag does not affect healing.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' with a number representing a percentage value to augment
  damage by.
- Use multiple notetags to affect multiple trait types. If multiple effects
  manage to stack, they will stack multiplicatively.

---

<Healing VS name Trait: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will perform 'x%' heals versus any
  targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all heal types will be multiplied by 'x%' versus targets with 'name'
  trait sets (any of them).
- This notetag does not affect damage.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' with a number representing a percentage value to augment
  heals by.
- Use multiple notetags to affect multiple trait types. If multiple effects
  manage to stack, they will stack multiplicatively.

---

<Accuracy VS name Trait: x%>
<Accuracy VS name Trait: +x%>
<Accuracy VS name Trait: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
  accuracy against any targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all actions will have 'x%', '+x%', or '-x%' accuracy against any targets
  with 'name' trait sets (any of them).
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' respectively for percentile or additive/subtractive values.
  - 'x%' means an action with an accuracy rate of 20% will be (20% * x%).
  - '+x%' means an action with an accuracy rate of 20% will be (20% + x%).
  - '-x%' means an action with an accuracy rate of 20% will be (20% - x%).
- Multiple 'x%' notetags will stack multiplicatively.
- Multiple '+x' and '-x' notetags will stack additively.

---

<Critical VS name Trait: x%>
<Critical VS name Trait: +x%>
<Critical VS name Trait: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
  crtical rate against any targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all actions will have 'x%', '+x%', or '-x%' crtical rate against any
  targets with 'name' trait sets (any of them).
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' respectively for percentile or additive/subtractive values.
  - 'x%' means an action with a critical rate of 20% will be (20% * x%).
  - '+x%' means an action with a critical rate of 20% will be (20% + x%).
  - '-x%' means an action with a critical rate of 20% will be (20% - x%).
- Multiple 'x%' notetags will stack multiplicatively.
- Multiple '+x' and '-x' notetags will stack additively.

---

Actor Biography Notetag

ElementStatusMenuCoreBios.png

The following notetag is used for the Status Menu if the updated Status Menu Layout option has been enabled from the Plugin Parameters.

---

<Biography>
 text
 text
 text
</Biography>

- Used for: Actor Notetags
- Determines the actor's biography shown in the Status Menu.
- Replace 'text' with the text intended.
- Text Codes are allowed.
- The biography can be changed mid-game through Plugin Commands.
- If this notetag isn't used, then the actor's profile message is displayed
  as the biography.

---

Enhanced TP System 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.

---

General TP Mode Notetags

EnhancedTP Preview2.png

These are TP Mode-related notatags that affect both actors and enemies.

---

<TP Mode: name>

- Used for: Actor Enemy, State Notetags
- Sets the starting TP Mode for this actor/enemy to be 'name'.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

<Starting TP Modes>
 name
 name
 name
 name
</Starting TP Modes>

- Used for: Actor Notetags
- Adds TP Modes to the actor's available list of TP Modes from the start.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Change Target TP Mode: name>

<Change User TP Mode: name>

- Used for: Skill, Item Notetags
- Changes the target/user's TP Mode to the target TP Mode upon using this
  item/skill.
- For <Change Target TP Mode: name>, the action must successfully hit the
  target in order for the TP Mode to change.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

Actor-Only TP Mode Notetags

EnhancedTP Preview2.png

These are TP Mode-related notetags that only affect actors.

---

<Learn TP Mode: name>

- Used for: Skill Notetags
- Causes the target selected actor to learn the specific TP Mode when the
  skill is learned.
- Insert multiple copies of this notetag to have the skill learn more
  TP Modes for the target actor.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Keep in mind that learning the skill is required for the TP Mode to be
  learned. Adding the skill through a trait will not teach the TP Mode.

---

<Learn TP Modes>
 name
 name
 name
</Learn TP Modes>

- Used for: Skill Notetags
- Causes the target selected actor to learn the specific TP Mode when the
  skill is learned.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Unlock TP Mode: name>

- Used for: Skill, Item Notetags
- Causes the target selected actor to unlock the specific TP Mode.
- Insert multiple copies of this notetag to have the item/skill unlock more
  TP Modes for the target actor.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

<Unlock TP Modes>
 name
 name
 name
</Unlock TP Modes>

- Used for: Skill, Item Notetags
- Causes the target selected actor to unlock the specific TP Mode.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.
- Insert more 'name' entries for more TP Modes.

---

<Force TP Mode: name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the affected battler to use the specific named TP Mode in battle.
- Priority is given based the ordering of trait objects if multiple forced
  TP Mode effects are present.
- Replace 'name' with the name of a TP Mode from the Plugin Parameters =>
  TP Modes listing.

---

Enemy Levels VisuStella 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.

---

Setup Enemy Level Notetags

Enemy Levels.png

These are the notetags that determine an enemy's level upon creation.

---

<Show Level>
<Hide Level>

- Used for: Enemy Notetags
- Lets you show or hide an enemy's level from their name.
- This will override the Plugin Parameters => General => Show Enemy Level?
  setting.

---

<Level: x>

- Used for: Enemy Notetags
- Sets the enemy's level to a static level of 'x' whenever it's created.
- Replace 'x' with a numeric value representing its level.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level: x to y>

- Used for: Enemy Notetags
- Sets the enemy's level to a level between 'x' and 'y'  whenever the enemy
  is created.
- Replace 'x' and 'y' with a numeric values representing its level range.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level Variable: x>

- Used for: Enemy Notetags
- Sets the enemy's level to a level represented by the value used inside
  Game Variable x.
- Replace 'x' with the ID of the Game Variable to reference its value.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level: Highest Actor Level>
<Level: Highest Party Level>

<Level: Average Actor Level>
<Level: Average Party Level>

<Level: Lowest Actor Level>
<Level: Lowest Party Level>

- Used for: Enemy Notetags
- Sets the base level of this enemy equal to either (respectively:
  - The highest level of any actor in the player's party.
  - The highest level of any actor in the battling party.
  - The average level of any actor in the player's party.
  - The average level of any actor in the battling party.
  - The lowest level of any actor in the player's party.
  - The lowest level of any actor in the battling party.
- This will bypass the default level settings and ignore map levels.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Level Bonus: +x>
<Level Bonus: -x>

- Used for: Enemy
- This will add/subtrack the base level decided using the above notetags
  with a specific value.
- Replace 'x' with a numeric value on how much to adjust the base level by.

---

<Level Variance: x>

- Used for: Enemy Notetags
- This can allow the level range for the enemy to be anywhere from 'x' less
  than the base to 'x' more than the base.
- Replace 'x' with a numeric value indicating how much level variance there
  is from the base level.

---

<Positive Level Variance: x>
<Negative Level Variance: x>

- Used for: Enemy Notetags
- This specifies the positive and negative level variances applied to the
  base level, specifying a change anywhere between the negative and positive
  modifiers to the base level.
- Replace 'x' with a numeric value indicating how much level variance there
  is from the base level (negatively or positively).

---

<Minimum Level: x>
<Maximum Level: x>

- Used for: Enemy Notetags
- These notetags determine the absolute lowest and absolute highest level
  the enemy can be after all other modifiers.
- Even if the bonus, variance, and manual level changes are applied, the
  enemy's level cannot be less than the minimum or larger than the maximum.
- Replace 'x' with numeric values representing the limits of the enemy's
  level ranges.

---

JavaScript Notetags: Setup Enemy Level

Enemy Levels.png

The following are notetags made for users with JavaScript knowledge to determine dynamic enemy level setup notetags.

---

<JS Level: code>

- Used for: Enemy Notetags
- Sets the enemy's level to a static level determined by code whenever
  it's created.
- Replace 'code' with JavaScript code to determine the enemy's base level.

---

<JS Level Bonus: code>

- Used for: Enemy Notetags
- This will add/subtrack the base level decided using the above notetags
  by a value determined by JavaScript code.
- Replace 'code' with JavaScript code to determine the level bonus.

---

<JS Level Variance: code>

- Used for: Enemy Notetags
- This can allow the level range for the enemy determined by JavaScript code
  as variance.
- Replace 'code' with JavaScript code to determine the level variance.

---

<JS Positive Level Variance: code>
<JS Negative Level Variance: code>

- Used for: Enemy Notetags
- This specifies the positive and negative level variances applied to the
  base level, specifying a change anywhere between the negative and positive
  modifiers to the base level.
- Replace 'code' with JavaScript code to determine the level variance.

---

Enemy Appearance-Related Notetags

Enemy Levels.png

These notetags allow you to adjust how enemies look based on their level. These settings will always start with level 1 being the default appearance while changing appearances once they reach a specific level.

---

<Level x Image: filename>

- Used for: Enemy Notetags
- Once the enemy reaches level 'x' and above, its image will change to
  whatever 'filename' is used until it reaches the next appearance setting.
- Replace 'x' with a number representing the level required to reach.
- Replace 'filename' with the filename of the enemy in the img/enemies/
  and/or img/sv_enemies folder.
- Insert multiples of these notetags to give them different image settings
  throughout various levels.
- If multiple notetags are used, the settings will be arranged from lowest
  to highest, giving priority to the highest met level.

---

<Level Images>
 x: filename
 x: filename
 x: filename
</Level Images>

- Used for: Enemy Notetags
- Once the enemy reaches level 'x' and above, its image will change to
  whatever 'filename' is used until it reaches the next appearance setting.
- Replace 'x' with a number representing the level required to reach.
- Replace 'filename' with the filename of the enemy in the img/enemies/
  and/or img/sv_enemies folder.
- Insert multiple lines of the 'x: filename' portion of the notetag to
  designate multiple settings.
- If multiple settings are used, the settings will be arranged from lowest
  to highest, giving priority to the highest met level.

---

Map Notetags that Determine Enemy Levels

EnemyLevels MapNotetag.png

The following are notetags that are placed inside of a map's notebox to determine the levels of enemies fought on that map. These notetags cannot bypass the <Level: x> notetags but will take priority over the default Plugin Parameter settings.

---

<Enemy Level: x>

- Used for: Map Notetags
- Sets the levels of the map's enemies to a static level of 'x' whenever
  they're created.
- Replace 'x' with a numeric value representing its level.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Enemy Level: x to y>

- Used for: Map Notetags
- Sets the map's enemy levels to a level between 'x' and 'y'  whenever they
  are created.
- Replace 'x' and 'y' with a numeric values representing its level range.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

<Enemy Level: Highest Actor Level>
<Enemy Level: Highest Party Level>

<Enemy Level: Average Actor Level>
<Enemy Level: Average Party Level>

<Enemy Level: Lowest Actor Level>
<Enemy Level: Lowest Party Level>

- Used for: Map Notetags
- Sets the base level of this map's levels equal to either (respectively:
  - The highest level of any actor in the player's party.
  - The highest level of any actor in the battling party.
  - The average level of any actor in the player's party.
  - The average level of any actor in the battling party.
  - The lowest level of any actor in the player's party.
  - The lowest level of any actor in the battling party.
- This will bypass the default level settings but cannot bypass any of the
  <Level: x> notetags.
- This is affected by the Level Bonus and Level Variance modifiers.

---

JavaScript Notetags: Map Notetags that Determine Enemy Levels

The following are notetags made for users with JavaScript knowledge to make map-related notetags that determine enemy levels. These notetags cannot bypass the <Level: x> notetags but will take priority over the default Plugin Parameter settings.

---

<JS Enemy Level: code>

- Used for: Map Notetags
- Sets the levels of the map enemies to a static level determined by code
  whenever it's created.
- Replace 'code' with JavaScript code to determine the enemy's base level.

---

Enemy Level Parameter Notetags

EnemyLevel StatView.png

The growth rate and flat growth amounts can be determined by default in Plugin Parameters => Parameters Growth. However, if you wish for enemies to have special or unique growth, use the following notetags.

---

<Growth Rate Per Level>
 MaxHP: +x.x
 MaxMP: +x.x
 ATK: +x.x
 DEF: +x.x
 MAT: +x.x
 MDF: +x.x
 AGI: +x.x
 LUK: +x.x
 EXP: +x.x
 Gold: +x.x
 Drop: +x.x
</Growth Rate Per Level>

- Used for: Enemy Notetags
- Changes the rate of growth per level for the enemy.
- Replace 'x.x' with a positive or negative value on how much to raise the
  parameter by for each level relative to the base value.

---

<Growth Flat Per Level>
 MaxHP: +x.x
 MaxMP: +x.x
 ATK: +x.x
 DEF: +x.x
 MAT: +x.x
 MDF: +x.x
 AGI: +x.x
 LUK: +x.x
 EXP: +x.x
 Gold: +x.x
 Drop: +x.x
</Growth Flat Per Level>

- Used for: Enemy Notetags
- Changes the flat growth value per level for the enemy.
- Replace 'x.x' with a positive or negative value on how much to raise the
  parameter by for each level as a flat value.

---

<Static Level Parameters>

- Used for: Enemy Notetags
- Insert this notetag if you do not wish for the growth modifiers to affect
  the enemy and just use the database's parameters as its current parameters
  no matter the level.

---

Enemy Level Skill Requirement Notetags

---

<Enemy Skill id Require Level: x>
<Enemy Skill name Require Level: x>

- Used for: Enemy Notetags
- To make actions for enemies require specific levels, use the above notetag
  to define what level the enemy can use the identified skill at.
- Replace 'id' with the ID of the skill to assign a level to.
- Replace 'name' with the name of the skill to assign a level to.
- Insert multiples of this notetag to assign levels to multiple skills.

---

Enemy Level Change Notetags

These notetags affect mid-battle level changing effects for enemies.

---

<Change Enemy Level: +x>
<Change Enemy Level: -x>

- Used for: Skill, Item Notetags
- Changes the enemy's level by 'x' positively or negatively mid-battle.
- This will also alter the enemy's parameters.
- Replace 'x' with the amount to raise/drop the level by.

---

<Reset Enemy Level>

- Used for: Skill, Item Notetags
- Resets any level changes made to the enemy from the start of battle.

---

<Resist Level Change>

- Used for: Enemy, State Notetags
- Makes the affected enemy resist level changes.

---

JavaScript Notetags: Enemy Level Change

The following are notetags made for users with JavaScript knowledge to affect mid-battle level changing effects for enemies.

---

<JS Change Enemy Level: code>

- Used for: Skill, Item Notetags
- Changes the enemy's level by a value determined by JavaScript code either
  positively or negatively mid-battle.
- This will also alter the enemy's parameters.
- Replace 'code' with JavaScript code to determine the amount to change the
  enemy's level by.

---

Events and Movement 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.

Some of these are comment tags. Comment tags are used for events to mark and affect individual event pages rather than the whole event.

Map Notetags

The following notetags are used for maps only. While some of these options are also available in the Plugin Parameters, some of these notetags extend usage to specific maps marked by these notetags as well.

---

EventsMoveCoreVS8.gif

<Diagonal Movement: On>
<Diagonal Movement: Off>

- Used for: Map Notetags
- Turns on/off diagonal movement for those maps.
- If notetag isn't present, use Plugin Parameter setting.

---

EventMoveCoreRegions.png

<type Allow Region: x>
<type Allow Region: x, x, x>

<type Forbid Region: x>
<type Forbid Region: x, x, x>

<type Dock Region: x>
<type Dock Region: x, x, x>

- Used for: Map Notetags
- Replace 'type' with 'All', 'Walk', 'Player', 'Event', 'Vehicle', 'Boat',
  'Ship', or 'Airship'.
- 'Allow' notetag variants allow that type to pass through them no matter
  what other passability settings are in place.
- 'Forbid' notetag variants forbid that type from passing through at all.
- 'Dock' notetag variants allow vehicles to dock there. Boats and ships must
  face the region direction while airships must land directly on top.

---

<Map Load Common Event: x>
<Map Load Common Events: x, x, x>

- Used for: Map Notetags
- When this map is loaded, run the specified Common Events once available.
  - Does NOT trigger if you transfer to a different part of the same map.
- Replace 'x' with a number representing the ID of the Common Event you wish
  to reserve and run once ready.

---

<Save Event Locations>

- Used for: Maps Notetags
- Saves the locations of all events on the map so that when you return to
  that map at a later point, the events will be in the position they were
  last in.

---

<Hide Player>
<Show Player>

- Used for: Map Notetags
- Forcefully hides or shows the player sprite. This is so you don't need to
  manually turn the setting on/off each time you enter a specific map.
- These settings will take priority over the event commands.
- If the player sprite is hidden, so are the player's followers.
- If the player sprite is visible, the player's followers will still depend
  on their settings.
- These notetags are mutually exclusive from each other.

---

<Hide Followers>
<Show Followers>

- Used for: Map Notetags
- Forcefully hides or shows the player's followers. This is so you don't
  need to manually turn them on/off each time you enter a specific map.
- These settings will take priority over the event commands.
- These notetags are mutually exclusive from each other.

---

Page Comment Tags

The following comment tags are to be put inside of the pages of events, troops, and common events for them to work!

---

<Page Conditions>
  conditions
  conditions
  conditions
</Page Conditions>

- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags
- This allows you to create custom page conditions that utilize the
  Conditional Branch event command to see if the additional page conditions
  are met.

---

<Conditions Met>
- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags
- If used between the <Page Conditions> and </Page Conditions> comment tag,
  upon reaching this part of event command list, the custom page conditions
  will be considered met.

---

EventsMoveCoreCustomPageCondition.png

Example:

◆Comment:<Page Conditions>
◆If:Reid has equipped Potion Sword
  ◆Comment:If Reid has equipped the Potion Sword
:       :<Condition Met>
  ◆
:End
◆Comment:</Page Conditions>

If Reid has the "Potion Sword" weapon equipped, then the additional custom
page conditions are met and the event page will be present/active.

If this is a troop condition, the troop page event will activate.

If this is a common event, there will be a parallel common event active.

---

Event and Event Page Notetags

The following notetags have comment tag variants (with a few exceptions). If a notetag is used for an event, it will affect the event constantly. If a comment tag is used, it will only affect the page the comment tag is on and only that page.

---

EventsMoveCoreActivationRegion.png

<Activation Region: x>
<Activation Regions: x,x,x>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be remotely activated as long as the player is
  standing within a tile marked by a designated region.
- Replace 'x' with the regions you wish to remotely activate this event in.
  - Action Button: Player must press OK while being in the region.
  - Player/Event Touch: Player must step onto the region.
  - Autorun/Parallel: Player be in the region.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- NOTE: This cannot be used with any other activation tags.

---

EventsMoveCoreActivationAreas.png

<Activation Square: x>
<Activation Circle: x>
<Activation Delta: x>
<Activation Row: x>
<Activation Column: x>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to be remotely activated as long as the player is
  within range of its activation type.
- Replace 'x' with a number stating the range in tiles.
  - Square: A square-shaped range with the event at the center.
  - Circle: A circle-shaped range with the event at the center.
  - Delta: A diamond-shaped range with the event at the center.
  - Row: Spans horizontally across the map. 'x' expands up and down.
  - Column: Spans vertically across the map. 'x' expands left and right.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- NOTE: This cannot be used with any other activation tags.

---

<Always Update Movement>

- Used for: Event Notetags and Event Page Comment Tags
- Events normally have to be within screen range for them to update their
  self movement. If this tag is present, the event is always updating.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreClickTrigger.gif

<Click Trigger>

- Used for: Event Notetags and Event Page Comment Tags
- Allows this event to activate upon being clicked on with the mouse.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Copy Event: Map x, Event y>
<Copy Event: x, y>

<Copy Event: template>

- Used for: Event Notetags ONLY
- Makes this event copy all of the event settings from a different event
  that can be found on a different map (as long as that map is registered
  inside of Plugin Parameters => Event Template Settings => Preloaded Maps).
- Replace 'x' with a number representing the copied event's Map ID.
  - If '0' is used for the Map ID, reference the current map.
- Replace 'y' with a number representing the copied event's Event ID.
- For the 'template' variant, replace 'template' with the name of the
  template made in Plugin Parameters => Event Template Settings =>
  Event Template List.
- If this is placed in a notetag, the effect will be present across
  all event pages used.

---

<Custom Z: x>

- Used for: Event Notetags and Event Page Comment Tags
- Replace 'x' with a number value to determine the event sprite's Z value
  relative to the tilemap.
- For reference from rmmz_core.js:
  - 0 : Lower tiles
  - 1 : Lower characters
  - 3 : Normal characters
  - 4 : Upper tiles
  - 5 : Upper characters
  - 6 : Airship shadow
  - 7 : Balloon
  - 8 : Animation
  - 9 : Destination
- You can use numbers below 0 and above 9.
  - Values under 0 go below the tilemap.
  - Values above 9 go above everything else on the tilemap.
  - These values do NOT go below or above other screen objects that are
    NOT attached to the tilemap layer such as parallaxes or weather or
    windows because that's simply not how z-axis work with sprite layers.

---

<Encounter Half Square: x>
<Encounter Half Circle: x>
<Encounter Half Delta: x>
<Encounter Half Row: x>
<Encounter Half Column: x>

- Used for: Event Notetags and Event Page Comment Tags
- If the player is within the 'x' area effect of this event, the random
  encounter rate will be halved.
- Replace 'x' with a number stating the range in tiles.
  - Square: A square-shaped range with the event at the center.
  - Circle: A circle-shaped range with the event at the center.
  - Delta: A diamond-shaped range with the event at the center.
  - Row: Spans horizontally across the map. 'x' expands up and down.
  - Column: Spans vertically across the map. 'x' expands left and right.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

Script Call Check:

  $isTileEncounterHalf(x, y)

- This can be used to check if a certain map tile (x, y) has an encounter
  rate halving effect on it.
- Returns a boolean (true or false) when used.

---

<Encounter None Square: x>
<Encounter None Circle: x>
<Encounter None Delta: x>
<Encounter None Row: x>
<Encounter None Column: x>

- Used for: Event Notetags and Event Page Comment Tags
- If the player is within the 'x' area effect of this event, the random
  encounter rate will be suppressed completely.
- Replace 'x' with a number stating the range in tiles.
  - Square: A square-shaped range with the event at the center.
  - Circle: A circle-shaped range with the event at the center.
  - Delta: A diamond-shaped range with the event at the center.
  - Row: Spans horizontally across the map. 'x' expands up and down.
  - Column: Spans vertically across the map. 'x' expands left and right.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

Script Call Check:

  $isTileEncounterNone(x, y)

- This can be used to check if a certain map tile (x, y) has an encounter
  rate suppression effect on it.
- Returns a boolean (true or false) when used.

---

<Erase if Encounter Half>
<Erase if Encounter None>

- Used for: Event Notetags ONLY
- Automatically erase this event if the player's party has an encounter half
  or encounter none effect, or if the event has spawned in an encounter half
  or encounter none area.
- This check only occurs in two situations: when the map is first loaded
  after being teleported into or when the player leaves a menu and returns
  back to the map.
- Events that have been erased due to this effect will NOT return even if
  the encounter half/none effect is removed while the player is still on the
  map. The event will return if the player exits the map and comes back.

---

<Exit Reset Self Data>

- Used for: Event Notetags ONLY
- When the player leaves the current map, all Self Switches and Self
  Variables related to this event will be reset.

---

EventsMoveCoreHitbox fixed.png

<Hitbox Left: x>
<Hitbox Right: x>
<Hitbox Up: x>
<Hitbox Down: x>

- Used for: Event Notetags and Event Page Comment Tags
- Replace 'x' with a number to extend the hitbox of the event by that many
  tiles towards the listed direction.
- Use multiples of this notetag to extend them to different directions.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreIcon.png

<Icon: x>

- Used for: Event Notetags and Event Page Comment Tags
- Replace 'x' with the Icon ID you wish to put above this event.
- This will not override any Icons designated to the ID through a
  Plugin Command.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Icon Buffer X: +x>
<Icon Buffer X: -x>

<Icon Buffer Y: +x>
<Icon Buffer Y: -x>

<Icon Buffer: +x, +y>
<Icon Buffer: -x, -y>

- Used for: Event Notetags and Event Page Comment Tags
- Allows you to adjust the positions of the icon on the envent by buffers.
- Replace 'x' and 'y' with the values to adjust the position buffers by.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreLabel.png

<Label: text>

- Used for: Event Notetags and Event Page Comment Tags
- Puts a label over the event's head displaying 'text'.
- Text codes can be used.
  - If text codes are used, avoid text codes that use < and > wrappers.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label>
text
text
</Label>

- Used for: Event Notetags and Event Page Comment Tags
- Puts a label over the event's head displaying 'text'.
- This can display multiple lines.
- Text codes can be used.
  - You can use text codes with < and > wrappers.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label Range: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets a range requirement for the player to be in order for the event's
  label to appear.
- Replace 'x' with a number value depicting the range in tiles.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Label Offset X: +x>
<Label Offset X: -x>

<Label Offset Y: +x>
<Label Offset Y: -x>

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

- Used for: Event Notetags and Event Page Comment Tags
- Allows you to adjust the positions of the label on the envent by offsets.
- Replace 'x' and 'y' with the values to adjust the position offsets by.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCore LabelHueShift.gif

<Label Hue Shift: +x>
<Label Hue Shift: -x>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the hue of the event label by +x or -x every frame.
  - Keep in mind that since this is changing hue, this will appear to have
    no effect if you are using black and white labels.
  - Use labels with text codes that add color to them like '\C[4]text'
- This only works with the sprite version of event labels and does not work
  with the legacy version.

---

EventsMoveCore MirrorSprite.gif

<Mirror Sprite>

- Used for: Event Notetags and Event Page Comment Tags
- The event sprite's visual appearance is mirrored.

---

EventsMoveCoreMoveOnlyRegion.gif

<Move Only Region: x>
<Move Only Regions: x,x,x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the move range of this event to only the region(s) marked by the
  notetag(s) or comment tag(s).
- This will bypass terrain passability.
- This will not bypass event collision.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCoreMoveSynch.gif

<Move Synch Target: Player>

<Move Synch Target: Event x>

- Used for: Event Notetags and Event Page Comment Tags
- Synchronizes the movement of this event with a target (either the player
  or another event). This event will only move whenever the synchronized
  target moves.
- For 'Event x' variant, replace 'x' with the ID of the event to synch to.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Move Synch Type: Random>
<Move Synch Type: Approach>
<Move Synch Type: Away>
<Move Synch Type: Custom>

<Move Synch Type: Mimic>
<Move Synch Type: Reverse Mimic>

<Move Synch Type: Mirror Horizontal>
<Move Synch Type: Mirror Vertical>

- Used for: Event Notetags and Event Page Comment Tags
- Choose the type of movement the event will have if it is synchronized to
  a target.
  - Random: Move to a random position.
  - Approach: Approaches target.
  - Away: Flees from target.
  - Custom: Follows a custom move route.
  - Mimic: Imitates the target's movement style.
  - Reverse Mimic: Does the opposite of the target's movement.
  - Mirror Horizontal: Moves as if a mirror is placed horizontally.
  - Mirror Vertical: Moves as if a mirror is placed vertically.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Move Synch Delay: x>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is present, the event will wait a bit after each move before
  moving again.
- Replace 'x' with the number of movement instances in between.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Move Synch Distance Opacity: x>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the opacity of the event based on the distance between it and its
  move synched target. Closer means more opaque. Further away means more
  transparent.
- Replace 'x' with a number representing the opacity change per pixel
  distance away. 'x' can use decimal values like 1.05 and 1.5.

---

EventsMoveCore EventPicture.gif

<Picture Filename: filename>

- Used for: Event Notetags and Event Page Comment Tags
- Applies a picture graphic from the /img/pictures/ folder of your project.
- This graphic will be on top of the character sprite but below the event
  icon sprite.
  - The picture priority will be the same as the event's priority.
  - If it is "below characters", the player can walk on top of it.
  - If it is "above characters", the player will behind it.
  - If it is "same as characters", the priority will be based on the
    current relative Y position. This also means, if the picture is big
    enough, it can clip into the top of tree tiles and such.
- Replace 'filename' with a filename from the game project's /img/pictures/
  folder. This is case sensitive. Do NOT include the file extension.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCore EventPicture.gif

<Picture Max Size: x>
<Picture Scale: y%>

- Used for: Event Notetags and Event Page Comment Tags
- Used with <Picture Filename: filename> notetag.
- If the "Max Size" or "Scale" supplementary notetags are used, the picture
  graphic will be scaled proportionally to fit either the exact pixel size
  for "Max Size" or the "Scale" ratio.
  - Both the "Max Size" and "Scale" notetags require the "Filename" notetag.
- Replace 'x' with a number value representing the exact pixel size for the
  "Max Size" notetag.
- Replace 'y' with a number value representing the scale on which to shrink
  or enlarge the picture. 100% is normal size. 50% is half size. 200% is
  double size.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCore EventPicture.gif

<Picture Offset X: +x>
<Picture Offset X: -x>

<Picture Offset Y: +x>
<Picture Offset Y: -x>

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

- Used for: Event Notetags and Event Page Comment Tags
- Used with <Picture Filename: filename> notetag.
- Offsets the X and Y position of the event picture relative to the event
  sprite's own position.
- Replace 'x' and 'y' with numbers indicating the offset in pixels.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCore EventPicture.gif

<Picture Wait Frames: x>

- Used for: Event Notetags and Event Page Comment Tags
- Used with <Picture Filename: filename> notetag.
- Requires VisuMZ_4_AnimatedPictures!
- "Wait Frames" is used with VisuMZ's Animated Pictures plugin. This
  determines the delay inbetween frame changes.
- Replace 'x' with a number representing the amount of frames to wait
  inbetween frame changes.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Playtest>

- Used for: Event Notetags.
- This does NOT work when it's in the Event Page Comment Tags.
- If this notetag is found in the event's notebox (NOT comments), then the
  event will only appear during a playtest session. It will not appear in a
  deployed game where the playtest flag is not on.

---

EventsMovementCore Update25 WeightedRandom.png

<Random Move Weight: x>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is used on an event with random-type autonomous movement, then
  the event will stick closer to their home location (where they are located
  upon spawning on the map). How close they stick to their home location
  will depend on the weighted 'x' value.
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the
  event more freedom when moving randomly while numbers closer to 1 cause
  the event to stick closer to their home position.

---

<True Random Move>

- Used for: Event Notetags and Event Page Comment Tags
- If this tag is used on an event with random-type autonomous movement, then
  that event will ignore the effects of weighted randomized movement.

---

<Save Event Location>

- Used for: Event Notetags ONLY
- Saves the locations of the event on the map so that when you return to
  that map at a later point, the event will be in the position it was
  last in.

---

EventsMoveCoreShadow.png

<Hide Shadow>
- Used for: Event Notetags and Event Page Comment Tags
- Hides the shadow for the event.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

EventsMoveCore Update123 Preview.png

<Scale: x%>

<Scale X: x%>
<Scale Y: y%>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the scale of the sprite to the designated size.
- For <Scale: x%> variant: replace 'x' with a number representing the
  scaling overall percentage to be used.
- For <Scale X: x%> variant, replace 'x' with a number representing the x
  factor for the horizontal scaling percentage to be used.
- For <Scale Y: y%> variant, replace 'y' with a number representing the y
  factor for the vertical scaling percentage to be used.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Shadow Filename: filename>

- Used for: Event Notetags and Event Page Comment Tags
- Replaces the shadow graphic used with 'filename' found in the
  img/system/ project folder.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Sprite Offset X: +x>
<Sprite Offset X: -x>

<Sprite Offset Y: +x>
<Sprite Offset Y: -x>

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

- Used for: Event Notetags and Event Page Comment Tags
- Changes how much the event's sprite is visibly offset by.
- Replace 'x' and 'y' with numbers indicating the offset in pixels.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Step Pattern: Left to Right>
<Step Pattern: Right to Left>

<Step Pattern: Spin Clockwise>
<Step Pattern: Spin CW>

<Step Pattern: Spin CounterClockwise>
<Step Pattern: Spin CCW>
<Step Pattern: Spin AntiClockwise>
<Step Pattern: Spin ACW>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the way the event animates if a tag is present.
  - Left to Right: Makes the event sprite's step behavior go from frame 0 to
    1 to 2, then back to 0 instead of looping backward.
  - Right to Left: Makes the event sprite's step behavior go from frame 2 to
    1 to 0, then back to 2 instead of looping forward.
  - Spin Clockwise: Makes the event sprite's step behavior spin CW.
  - Spin CounterClockwise: Makes the event sprite's step behavior spin CCW.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Extra Enemy Drops VisuStella 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.

General Drop-Related Notetags

The following notetags are related to giving enemies additional drops with more control over probability rates.

---

<Item Drop id: x%>
<Item Drop id To id: x%>
<Item Drop name: x%>

<Weapon Drop id: x%>
<Weapon Drop id To id: x%>
<Weapon Drop name: x%>

<Armor Drop id: x%>
<Armor Drop id To id: x%>
<Armor Drop name: x%>

- Used for: Enemy Notetags
- Gives the enemy 'x' percent chance to drop the designated item, weapon,
  or armor.
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.
- Insert multiple copies of these notetags if you wish to include more drops
  for the enemies.

Examples:

<Item Drop 5: 20%>
<Item Drop 5 To 10: 20%>
<Item Drop Potion: 30%>

<Weapon Drop 27: 45%>
<Weapon Drop 27 To 37: 45%>
<Weapon Drop Blade of Reckoning: 55%>

<Armor Drop 19: 72%>
<Armor Drop 19 To 23: 72%>
<Armor Drop Flame Shield: 90%>

---

<Drops>
 Item id: x%
 Item id To id: x%
 Item name: x%
 Weapon id: x%
 Weapon id To id: x%
 Weapon name: x%
 Armor id: x%
 Armor id To id: x%
 Armor name: x%
</Drops>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Creates a batch list of item, weapon, armor drops.
- This isn't any different than creating individual copies of the above
  notetags as far as results go, but some may prefer this approach to make
  the drop table look "cleaner".
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.

Example:

<Drops>
 Item 5: 20%
 Item Potion: 30%
 Weapon 27: 45%
 Weapon Blade of Reckoning: 55%
 Armor 72: 72%
 Armor Flame Shield: 90%
</Drops>

---

Conditional Drop-Related Notetags

Conditional drops are drops that only appear once specific conditions have been met. For each condition met, their chances of dropping can be raised higher or lower.

---

<Conditional Item id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id Drop>

<Conditional Item id To id Drops>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id To id Drops>

<Conditional Item name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item name Drop>

<Conditional Weapon id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id Drop>

<Conditional Weapon id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id To id Drop>

<Conditional Weapon name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon name Drop>

<Conditional Armor id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id Drop>

<Conditional Armor id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id To id Drop>

<Conditional Armor name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor name Drop>

- Used for: Enemy Notetags
- Create conditional item, weapon, and/or armor drops for this enemy.
- Insert multiples of these notetags if you want more than one conditional
  drop for this enemy.
- Use the associated item, weapon, or armor type notetag for the type of
  conditional drop you want for the enemy.
- Replace 'id' with the ID number of the item, weapon, or armor to drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- Replace 'name' with the name of the item, weapon, or armor to drop.
- Replace 'condition' with any of the conditions listed in below section.
- Replace 'x' with the increase or decrease in percentage drop chance.

---

Condition List

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- 'Switch x' (replace 'x' with a number) for switch x's current state.
- 'TRUE', 'FALSE', 'ON', 'OFF' for the opposite x/y value.
- Using any of these boolean modifiers must be paired with '===' or '!=='

- 'Variable x' (replace 'x' with a number) for variable x's current value.
- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Item id Count' for the number of specific items the party owns.
  - Replace 'id' with the ID of the item.
- 'Item name Count' for the number of specific items the party owns.
  - Replace 'name' with the ID of the item.

- 'Weapon id Count' for the number of specific weapons the party owns.
  - Replace 'id' with the ID of the weapon.
- 'Weapon name Count' for the number of specific weapons the party owns.
  - Replace 'name' with the ID of the weapon.

- 'Armor id Count' for the number of specific armors the party owns.
  - Replace 'id' with the ID of the armor.
- 'Armor name Count' for the number of specific armors the party owns.
  - Replace 'name' with the ID of the armor.

- 'Alive Members' for the number of alive party members when drops are
  being determined.

- 'Battle Members' for the number of participating party members in battle.

- 'Battle Turns' for the number of turns passed in battle when drops are
  being determined.

- 'Dead Members' for the number of dead party members when drops are
  being determined.

- 'Death Turn' for the turn the enemy died. If an enemy was revived during
  battle, then take the most recent turn the enemy has died.

- 'Enemy Level' for the current level of the enemy if using the 'level'
  property for the Game_Enemy object.

- 'Party Gold' for the party's current gold value when drops are
  being determined.

- 'Party Members' for the number of total party members in battle.

- 'Times type id Struck' for the number of times the enemy was struck
  with 'type' 'id' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'id' with the type's ID.

- 'Times type name Struck' for the number of times the enemy was struck
  with 'type' 'name' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'name' with the type's name in the database.

---

Always

- This condition is always met. Use this to set a base drop chance.

---

Random x%

- Offers a random 'x' chance to increase/decrease drop chance.

---

Last Strike type id
Last Strike type name

- Checks the condition to see if the last struck action against the enemy
  was done by a specific action.
- Replace 'type' with 'Element' for the last struck element.
- Replace 'type' with 'Item' for the last struck item if it was an item.
  This will override the 'Skill' and 'SType' types.
- Replace 'type' with 'Skill' for the last struck skill if it was a skill.
  This will override the 'Item' type.
- Replace 'type' with 'SType' for the last struck skill type if it was
  a skill. This will override the 'Item' type.
- Replace 'type' with 'State' for the last struck state.

---

Examples:

The following are some examples on how these conditional drops are used:

---

<Conditional Item Potion Drop>
 Always: +20%
 Death Turn <= 3: +50%
</Conditional Item Potion Drop>

- Conditional drop is the Potion item.
- It has a base chance of 20%.
- If the enemy was defeated during or before turn 3, increase the drop
  chance by another 50%.

---

<Conditional Weapon Mithril Sword Drop>
 Always: +100%
 Times SType Magic Struck: -10%
 Times SType Spell Struck: -10%
</Conditional Weapon Mithril Sword Drop>

- Conditional drop is the Mithril Sword weapon.
- It starts off with a 100% chance of a drop.
- Each time the enemy is struck with 'Magic' or 'Spell' type attacks,
  the drop chance decreases by 10%.

---

<Conditional Armor Elemental Cloak Drop>
 Times Element Fire Struck: +10%
 Times Element Ice Struck: +10%
 Times Element Thunder Struck: +10%
 Times Element Physical Struck: -20%
 Times Skill Element Force Struck: +50%
</Conditional Armor Elemental Cloak Drop>

- Conditional drop is the Elemental Cloak armor.
- Each time the enemy is struck by 'Fire', 'Ice', or 'Thunder' damage,
  increase the drop chance by 10%.
- Each time the enemy is struck by 'Physical' damage, decrease the drop
  chance by 10%.
- Each time the enemy is struck by the specific skill 'Element Force',
  increase the drop chance by +50%.

---

JavaScript Notetags: Drops

The following are notetags made for users with JavaScript knowledge to give more control over conditional enemy drop manipulation.

---

<JS Drops>
 code
 code
 drops.push($dataItems[1]);
 drops.push($dataWeapons[2]);
 drops.push($dataArmors[3]);
</JS Drops>

- Used for: Enemy Notetags
- Replace 'code' with JavaScript code to make conditional checks in order
  to determine which items, weapons, and/or armors would be added to the
  drop pool.
- The 'drops' variable is an array which contains all of the currently
  existing drops from the enemy this notetag is on. It will be returned as
  an array upon running the notetag's JavaScript code.
- Add to or remove from the 'drops' variable to change up its contents.

---

Visual Drop-Related Notetags

ExtraEnemyDrops VisualDrops.gif

For those who want to customize how some items, weapons, or armors appear as visual drops, use the following notetags.

---

<Visual Drop Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Forces the drop item, weapon, or armor to appear as a different icon.
- Replace 'x' with the ID of the icon you wish to show.

---

<Visual Drop Rarity: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the item, weapon, or armor drop to be a specific rarity.
- Replace 'x' with a rarity value between 0 and 10. The settings applied to
  the visual drop will be based on their Plugin Parameter settings.
- This is mutually exclusive from the <Visual Drop Tint Color: r, g, b, k>
  and <Visual Drop Tint Duration: x> notetags.

---

<Visual Drop Tint Color: r, g, b, k>

- Used for: Item, Weapon, Armor Notetags
- Sets the tint of visual drop item when it's visible on the battlefield.
- Replace 'r' with a red value between -255 and 255.
- Replace 'g' with a green value between -255 and 255.
- Replace 'b' with a blue value between -255 and 255.
- Replace 'k' with a gray value between 0 and 255.
- This does not work with the <Visual Drop Rarity: x> notetag.

---

<Visual Drop Tint Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the duration of the tint effect.
- Replace 'x' with the number of frames to tint the visual drop. The lower
  the number, the faster the tint pulses. The higher the number, the slower
  the tint pulses.

---

<Visual Drop Spawn SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop spawns on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Spawn SFX: Float1>

---

<Visual Drop Bounce Height: x%>

- Used for: Item, Weapon, Armor Notetags
- Alters how bouncy this visual drop is as it spawns on the battlefield.
- Replace 'x' with a percentage value on how much higher the visual drop
  should bounce than normal (whatever is set in the Plugin Parameters).

---

<Visual Drop Bounce SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop bounces on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Bounce SFX: Float1>

---

<Visual Drop Flag: Rainbow>
<Visual Drop Flag: Additive>
<Visual Drop Flag: Multiply>
<Visual Drop Flag: Screen>

- Used for: Item, Weapon, Armor Notetags
- Adds visual effects to visual drop when it's on the battlefield.
- The 'Rainbow' effect causes the icon's hue to constantly change.
- The 'Additive', 'Multiply', and 'Screen', effects are blend modes.

---

Items and Equips 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.

General

ItemsEquipsCoreShopStatus.png

These notetags affect the Items, Weapons, and Armors on a general scale.

---

<Max: x>

- Used for: Item, Weapon, Armor Notetags
- Determines the maximum quantity that can be held for this item.
- Replace 'x' with a number value to determine the maximum amount.

---

ItemsEquipsCoreItemColor.png

<Color: x>
<Color: #rrggbb>

- Used for: Item, Weapon, Armor, Skill Notetags
- Determines the color of the object inside the in-game menus.
- Replace 'x' with a number value depicting a window text color.
- Replace 'rrggbb' with a hex color code for a more custom color.

---

<Category: x>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace 'x' with a category name to mark this item as.

---

<Categories>
 x
 x
</Categories>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace each 'x' with a category name to mark this item as.

---

<Conserve: x%>

- Used for: Item
- Gives the item a percent chance when used to not consume the item.
- Replace 'x' with a number representing the percent chance to successfully
  conserve the item.
- If an item cannot be consumed, conserve chance will be 100% regardless.

---

Item Accessibility Notetags

The following notetags allow you to choose when items can/cannot be used based on switches.

---

<Enable Switch: x>

<Enable All Switches: x,x,x>
<Enable Any Switches: x,x,x>

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be disabled until all
  switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, item will be enabled if any of the
  switches are ON. Otherwise, it would be disabled.

---

<Disable Switch: x>

<Disable All Switches: x,x,x>
<Disable Any Switches: x,x,x>

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be enabled until all switches
  are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, item will be disabled if any of the
  switches are ON. Otherwise, it would be enabled.

---

JavaScript Notetags: Item Accessibility

The following are notetags made for users with JavaScript knowledge to determine if an item can be accessible by code.

---

<JS Item Enable>
 code
 code
 enabled = code;
</JS Item Enable>

- Used for: Item Notetags
- Determines the enabled status of the item based on JavaScript code.
- If the actor this is disabled for is the only party member, it will not be
  visible in the item list unless the VisuStella Battle Core is installed.
  - If the VisuStella Battle Core is installed, then all battle scope items
    will be visible even if they're disabled.
- Replace 'code' to determine the type enabled status of the item.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  item will be enabled or not.
- The 'user' variable refers to the user with the item.
- The 'item' variable refers to the item being checked.
- All other item conditions must be met in order for this to code to count.

---

Equipment Notetags

The following notetags provide equipment-related effects from deciding what equip slots can be given to classes to the base parameter changes asigned to weapons and armors.

---

ItemsEquipsCoreEquipTypes.png

<Equip Slots>
 slotName
 slotName
 slotName
</Equip Slots>

- Used for: Class Notetags
- Changes the equipment slot loadout for any actor who is that class.
- Replace 'slotName' with an Equipment Type name from Database > Types.
  This is case-sensitive.
- Insert or remove as many "slotName" equipment types as needed.

---

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

- Used for: Weapon, Armor Notetags
- Changes the base parameter value for the equip item.
- Replace 'param' with any of the following: 'MaxHP', 'MaxMP', 'ATK', 'DEF',
  'MAT', 'MDF', 'AGI', or 'LUK' to change that specific parameter's value.
  - These notetags do NOT work with X Parameters, S Parameters, or any
    custom parameters. These notetags ONLY work with the base parameters.
- Replace 'x' with a number value to set the parameter value to.
- This allows you to bypass the Database Editor's number limitations.

---

<Equip Copy Limit: x>

- Used for: Weapon, Armor Notetags
- Sets a maximum number of copies that the actor can wear of this equipment.
- Replace 'x' with a number value to determine the copy limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: Actors can only equip one copy of the "One-of-a-Kind Ring"
  on at any time despite having empty accessory slots because the ring has a
  <Equip Copy Limit: 1> notetag.

---

<Equip Weapon Type Limit: x>

- Used for: Weapon
- This weapon cannot be equipped with other weapons of the same type once
  the limited amount has been reached.
- Replace 'x' with a number value to determine the weapon type limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: A dualwielding warrior who can only equip one sword and a
  dagger but never two swords or two daggers because the swords and daggers
  all have the <Equip Weapon Type Limit: 1> notetags on them.

---

<Equip Armor Type Limit: x>

- Used for: Armor
- This armor cannot be equipped with other armors of the same type once the
  limited amount has been reached.
- Replace 'x' with a number value to determine the armor type limit.
- This can be bypassed using Event Commands and/or Script Calls.
- Usage Example: People cannot equip more than two glove accessories on at a
  time because the glove is a "Glove" armor-type and each glove item has the
  <Equip Armor Type Limit: 2> notetags on them.

---

<Party Artifact>
<Troop Artifact>

<Stackable Party Artifact>
<Stackable Troop Artifact>

- Used for: Armor
- This armor cannot be equipped at all. However, by simply being in the
  party's inventory, its parameter bonuses and traits will be applied
  globally throughout the whole party or troop (depending on the notetag).
- Add both notetags to affect both groups.
- The normal versions of the notetag is only applied once regardless of the
  number of copies are found in the party's inventory.
- The stackable versions of the notetag will have the bonuses and traits
  stacked multiple times relative to the number of copies found in the
  party's inventory.
- This item will NOT be added during the setup phase for Battle Tests.
  - If you want to add the item, do it manually.

---

<Equip For Class Only: x>
<Equip For Classes Only: x, x, x>
<Equip For Class Only: name>
<Equip For Classes Only: name, name, name>

- Used for: Weapon, Armor Notetags
- This piece of equipment can only be worn by members with 'x' as the main
  class. If there are multiple classes listed, at least one of them need to
  be the actor's main class.
- Replace 'x' with a number representing the ID of the class required.
- For the 'name' variant, replace 'name' with the name of the required class
  the actor needs to have in order to equip this object.

---

<Equip Requirements>
 requirement
 requirement
 requirement
</Equip Requirements>

- Used for: Weapon, Armor Notetags
- Defines a requirement(s) for the actor to meet in order for the equip item
  to be equippable.
- Failure to meet these requirements will cause the equipment to unequip
  automatically.
  - Keep in mind that in some cases, this will not happen immediately.
    Things like switches will require the actor to meet its cache clear
    in order to trigger the automatic unequip.
  - Some ways to trigger a cache clear would be to change the actor's HP/MP,
    or adding and then removing a state for the actor (preferrably an unused
    state that has no real effect).
- Replace 'requirement' with one of the settings bellow:
- Add multiple 'requirement' lines for more requirements.

  Requirements:

  param > x
  param >= x
  param === x
  param <= x
  param < x
  - Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
    'mdf', 'agi', or 'luk'.
  - This will make the piece of equipment require the actor's base parameter
    to be greater than (>), greater than or equal to (>=), equal to (===),
    less than or equal to (<=), or less than (<).
  - This is NOT the value for the total parameter, only the base parameter.
  - The base parameter is calculated by the user's class parameter value and
    any bonuses received through permanent stat increases.

  learned skill: x
  learned skill: name
  - This will make the piece of equipment require the actor to have learned
    skill 'x'.
  - If 'name' is used, priority will be given to the skill with the highest
    ID in the database.
  - The actor needs to have LEARNED the skill. This means that if you have
    added a skill to the actor's kit through a trait, it will not count.

  switch: x
  - This will require switch X to be on.
  - If it isn't, the piece of equipment cannot be worn.
  - Insert multiple of these to add more switches that are are required to
    be on.

  ***NOTE 1***
  There is no "class: x" for these equip requirements. Instead, use the
  <Equip For Class Only: x> notetags.

  ***NOTE 2***
  For those wondering where "unique only" is, that does not exist in this
  plugin. Instead, use the <Equip Copy Limit: x> notetag listed above.

  Example A:

    <Equip Requirements>
    level >= 20
    </Equip Requirements>

    - Requires the user to be at least level 20 in order to equip.

  Example B:

    <Equip Requirements>
    atk >= 50
    def <= 50
    </Equip Requirements>
    - Requires the user have at least 50 base ATK to equip.
    - Requires the user to be under 50 base DEF to equip.

---

<Added EType: x>
<Added ETypes: x, x, x>

- Used for: Armor Notetags
- This is for armors only and does NOT work with weapons!
- Allows a piece of armor to belong to multiple ETypes. This means a glove
  can be equipped as "Armgear" or as an "Accessory" if you so choose.
- Replace 'x' with a number representing the ID of the EType you wish to add
  to the list of ETypes.
  - Insert multiple 'x' entries to add more than one EType ID.

---

<Cursed>

- Used for: Weapon, Armor Notetags
- If this weapon or armor is equipped, it cannot manually be removed by the
  player until it is purified.
- To remove it, it must be done by event commands, script calls, or through
  the Purify-related Plugin Commands provided by this plugin.
- Once purified, the weapon or armor will become unequipped unless it has a
  purify transformation.
  - If the newly transformed weapon/armor is equippable, it will remain in
    the actor's equipment slots.
- If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed
  in order to allow free weapon swapping. Weaponry will not be cursed
  if VisuMZ_2_WeaponSwapSystem is installed.

---

<Purify Transform: id>
<Purify Transform: name>

- Used for: Weapon, Armor Notetags
- If this notetag is present on a <Cursed> weapon or armor, then upon the
  actor receiving purification, the weapon or armor will transform into a
  different item.
- Replace 'id' with a number representing the transformed weapon/armor's ID.
- Replace 'name' with text representing the transformed weapon/armor's name.
- Weapons can only transform into weapons.
- Armors can only transform into armors.

---

JavaScript Notetags: Equipment

The following are notetags made for users with JavaScript knowledge to adjust the parameter through code.

---

ItemsEquipsCoreShopEquip.png

<JS Parameters>
 MaxHP = code;
 MaxMP = code;
 ATK = code;
 DEF = code;
 MAT = code;
 MDF = code;
 AGI = code;
 LUK = code;
</JS Parameters>

- Used for: Weapon, Armor Notetags
- Uses JavaScript to determine the values for the basic parameters based on
  the code used to calculate its value.
- The variables 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', and
  'LUK' are used to determine the finalized value of the parameter. This
  variable is case sensitive.
- If a parameter is not present, its value will be treated as +0.

---

Status Window Notetags

The following notetags will affect the Shop Status Window info. If for any reason the data that is displayed is not to your liking or insufficient, you can change it up using the following notetags.

---

ItemsEquipsCoreStatusText.png

<Status Info>
 key: data
 key: data
 key: data
</Status Info>

- Used for: Skill, Item Notetags
- If you do not like the generated data that's displayed, you can change it
  using this notetag to display what you want.
- Replace 'key' with one of the following:
  - Consumable
  - Quantity
  - Occasion
  - Scope
  - Speed
  - Success Rate
  - Repeat
  - Hit Type
  - Element
  - Damage Multiplier
  - HP Recovery
  - MP Recovery
  - TP Recovery
  - HP Damage
  - MP Damage
  - TP Damage
  - User TP Gain
  - Added Effects
  - Removed Effects
- Replace 'data' with the text data you want to visually appear. You may use
  text codes for this.
- This only affects info entries that are already visible and won't make
  other categories suddenly appear.
- Insert or remove as many "key: data" lines as needed.

---

ItemsEquipsCoreStatusText.png

<Custom Status Info>
 key: data
 key: data
 key: data
</Custom Status Info>

- Used for: Skill, Item Notetags
- If you want custom categories and data to be displayed for your items that
  aren't provided by the Shop Status Window Info to begin with, you can use
  this notetag to add in your own entries.
- Replace 'key' with text of the exact label you want. You may use text
  codes for this.
- Replace 'data' with text of the exact text data you want. You may use text
  codes for this.
- Insert or remove as many "key: data" lines as needed.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Name: filename>

- Used for: Skill, Item, Weapon, Armor Notetags
- Enables a shop picture for the status window. This image can be seen in
  the item scene, shop scene, and skill scene if enabled.
- If this notetag is not used, there will be no image.
- Replace 'filename' with the filename of the graphic to use from the game
  project's img/pictures/ folder. Filenames are case sensitive. Leave out
  the filename extension from the notetag.
- Use the supporting notetags to determine where the image appears. If not,
  they will default to the background, fit to the window dimensions,
  centered at the middle of the window.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Layer: Background>
<Shop Picture Layer: Foreground>

- Used for: Skill, Item, Weapon, Armor Notetags
- Determines which layer the graphic will be drawn on.
- If the background layer is selected, the picture will appear behind the
  data text.
- If the foreground layer is selected, the picture will appear in front of
  the data text.
- If this notetag is not used, it will default to the background layer.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Max Width: x>
<Shop Picture Max Height: y>
<Shop Picture Max Dimensions: x, y>

- Used for: Skill, Item, Weapon, Armor Notetags
- Determines the maximum width and/or height for the image.
- This means the image will be automatically scaled proportionally to that
  width or height as long as everything else does not break boundaries.
- Replace 'x' and 'y' with number values representing the maximum dimensions
  the image can be in pixels.
- If these notetags are not used, the image will be automatically scaled to
  the dimensions of the shop status window.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Alignment: Left>
<Shop Picture Alignment: Center>
<Shop Picture Alignment: Right>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the horizontal alignment for the image.
- Left, center, right determines how it's aligned horizontally if the
  image does not horizontally fit in the width of the window.
- If any of these notetags are not used, the image will default to the
  'center' alignment.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Position: Top>
<Shop Picture Position: Middle>
<Shop Picture Position: Bottom>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the vertical position for the image.
- Top, middle, bottom determines how it's positioned vertically if the
  image does not vertically fit in the width of the window.
- If any of these notetags are not used, the image will default to the
  'middle' position.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Offset X: +x>
<Shop Picture Offset X: -x>

<Shop Picture Offset Y: +y>
<Shop Picture Offset Y: -y>

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

- Used for: Skill, Item, Weapon, Armor Notetags
- Offsets the X and Y positions of the image in the shop status window.
- X offsets adjust the horizontal position by x pixels.
  - Positive goes right.
  - Negative goes left.
- Y offsets adjust the horizontal position by y pixels.
  - Positive goes down.
  - Negative goes up.
- Replace 'x' and 'y' with number values representing the pixels to offset
  the image by. The '+' and '-' signs are required.
- If none of these notetags are used, there will be no offsets.

---

ItemsEquipsCore ShopPicture.png

<Shop Picture Opacity: x>
<Shop Picture Opacity: x%>

- Used for: Skill, Item, Weapon, Armor Notetags
- Adjusts the opacity of the image used.
- When using 'x' and not 'x%', use a number between 0 and 255.
  - The closer to 0, the more transparent the image is.
  - The closer to 255, the more opaque the image is.
- When using 'x%' and not 'x', use a number between 0% and 100%.
  - The closer to 0%, the more transparent the image is.
  - The closer to 100%, the more opaque the image is.

---

Shop Menu Notetags

ItemsEquipsCoreShopEquip.png

These notetags adjust how prices and such are managed inside the Shop Menu as well as whether or not some items are visible depending on switch states.

---

<Price: x>

- Used for: Item, Weapon, Armor Notetags
- Adjusts the buying price for this item.
- Replace 'x' with a number depicting the desired value for the buy price.
- This allows you to bypass the RPG Maker MZ editor's limitation of 999,999.

---

<Can Sell>
<Cannot Sell>

- Used for: Item, Weapon, Armor Notetags
- Makes the item either always sellable or cannot be sold.
- This bypasses the game's internal hard-coding to prevent items with a
  price of 0 from being able to be sold.
- This bypasses the game's internal hard-coding to always allow items with
  a price value of being able to be sold.

---

<Sell Price: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the sell price to be something different than the default amount.
- Replace 'x' with a number depicting the desired value for the sell price.

---

<Show Shop Switch: x>

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

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.

---

<Hide Shop Switch: x>

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

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be shown until all switches
  are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, item will be hidden if any of the
  switches are ON. Otherwise, it would be shown.

---

<Cannot Sell Switch: x>

<Cannot Sell All Switches: x,x,x>
<Cannot Sell Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the sellability of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's sellability.
- If 'All' notetag variant is used, item cannot be sold until all switches
  are ON. Otherwise, it can be sold.
- If 'Any' notetag variant is used, item cannot be sold if any of the
  switches are ON. Otherwise, it can be sold.

---

<Buy Turn On Switch: x>
<Buy Turn On Switches: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is bought in the shop scene, turn on the
  switch(es) 'x'.
- Replace 'x' with a number representing the ID of the switch to turn on.
  - Insert multiple 'x' values to turn on multiple switches upon buying.

---

<Buy Turn Off Switch: x>
<Buy Turn Off Switches: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is bought in the shop scene, turn off the
  switch(es) 'x'.
- Replace 'x' with a number representing the ID of the switch to turn off.
  - Insert multiple 'x' values to turn off multiple switches upon buying.

---

<Sell Turn On Switch: x>
<Sell Turn On Switches: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is sold in the shop scene, turn on the
  switch(es) 'x'.
- Replace 'x' with a number representing the ID of the switch to turn on.
  - Insert multiple 'x' values to turn on multiple switches upon selling.

---

<Sell Turn Off Switch: x>
<Sell Turn Off Switches: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is sold in the shop scene, turn off the
  switch(es) 'x'.
- Replace 'x' with a number representing the ID of the switch to turn off.
  - Insert multiple 'x' values to turn off multiple switches upon selling.

---

JavaScript Notetags: Shop Menu

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Buy and Sell prices.

---

<JS Buy Price>
 code
 code
 price = code;
</JS Buy Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the buying 'price' of the item.
- Insert the final buy price into the 'price' variable.
- The 'item' variable refers to the item being bought.

---

<JS Sell Price>
 code
 code
 price = code;
</JS Sell Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the selling 'price' of the item.
- Insert the final sell price into the 'price' variable.
- The 'item' variable refers to the item being sold.

---

Life State Effects 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.

---

State-Only Effects

---

LifeStateEffects AutoLife.gif

<Auto Life: x%>

- Used for: State Notetags
- When the affected battler dies with this state present, this state will
  automatically remove itself (and any other states with <Auto Life: x%>) to
  restore that much HP% for the battler.
- Replace 'x' with a number representing that percentage of HP to heal the
  battler upon dying.

---

LifeStateEffects Doom.gif

<Doom>

- Used for: State Notetags
- When this state expires naturally (without direct removal), kill the
  affected battler.

---

Trait-Object Effects

---

LifeStateEffects Curse.gif

<Curse HP>
<Curse MP>
<Curse TP>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Prevents the affected battler from being able to recover HP, MP, and/or TP
  depending on which notetag is being used.

---

LifeStateEffects Fragile.gif

<Fragile>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- If a battler affected by <Fragile> receives a direct attack and takes any
  HP damage (as opposed to event command damage or regeneration damage),
  then instantly kill the affected battler.

---

LifeStateEffects Guts.gif

<Guts>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This will prevent the battler from taking any fatal damage and leaves them
  with only 1 HP. However, if the battler has 1 HP and receives damage, then
  the battler will actually die.

---

LifeStateEffects Undead.gif

<Undead>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- If the battler receives HP Healing, it receives damage instead.
- If the battler is a target of an instant death skill or item, then the
  battler will recover full HP.
- If the battler is the target of an HP Drain action, then the battler will
  drain HP from the attacker instead.
- If the battler is the target of an elemental attack and the battler would
  absorb that element, the target will bypass the undead effect and recovers
  HP instead. Now your zombies can absorb "Darkness" elements.

---

<Allow Undead Regen>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- If an undead battler gets affected by a trait object (such as a state)
  with this notetag, then HP Regeneration will no longer damage the undead
  enemy but instead, heal it.

---

Enemy-Only Effects

---

LifeStateEffects DeathTransform.gif

<Death Transform>
 name: weight
 name: weight
 name: weight
</Death Transform>

- Used for: Enemy Notetags
- Upon death, the enemy will transform into another enemy with full HP/MP.
- Replace 'name' with the name of the enemy to transform into.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(: ) and just type in the 'name' instead.

Examples:

<Death Transform>
 Slime
</Death Transform>

<Death Transform>
 Slime: 75
 Goblin: 25
</Death Transform>

<Death Transform>
 Slime: 10
 Goblin
</Death Transform>

<Death Transform>
 Slime
 Goblin
</Death Transform>

---

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.

---

Proximity Compass 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.

Some of these are comment tags. Comment tags are used for events to mark and affect individual event pages rather than the whole event.

---

Map Notetags Tags

---

ProximityCompass.gif

<Hide Compass>

- Used for: Map Notetags
- Place this notetag inside maps where you don't want the compass to show.

---

ProximityCompass Minimap01.gif

<Hide Minimap>

- Used for: Map Notetags
- Place this notetag inside maps where you don't want the minimap to show.
- The compass, however, can show by itself.
- However, if the compass does not show, neither will the minimap.

---

ProximityCompass Minimap02.png

<Minimap Image: filename>

- Used for: Map Notetags
- Place this notetag inside maps that you want to use custom minimaps for
  instead of the rendered passability map created by the plugin.
- This image will appear in both the compass's minimap and the toggled
  large minimap.
- This will remove any blend modes used by the large minimap to keep color
  consistency in line with the compass.
- Replace 'filename' with a picture found within your game project's
  img/pictures/ folder.
  - Filenames are case sensitive.
  - Leave out the filename extension from the notetag.
- If the compass does not show, neither will the minimap.

---

ProximityCompass Minimap03.gif

<Explorable>

- Used for: Map Notetags
- Place this notetag inside maps that you want to be explorable.
- The explorable portion will only appear with the toggled "large" minimap.
- This has no effect on maps where the compass does not show.
- This overrides the "Default Explorable?" Plugin Parameter settings.

---

ProximityCompass Minimap04.png

<Already Explored>

- Used for: Map Notetags
- Place this notetag inside maps that you want to be already explored.
- The whole map will be visible from the getgo when viewing the "large"
  version of the minimap.
- This has no effect on maps where the compass does not show.
- This overrides the "Default Explorable?" Plugin Parameter settings.

---

Event Notetags and Comment Tags

---

ProximityCompass.gif

<Compass Icon: x>

- Used for: Event Notetags and Event Page Comment Tags
- This will assign an icon to the event or the event's page.
- Replace 'x' with a number representing the icon index you wish for this
  event or event page to appear as in the Proximity Compass.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Compass Proximity: x>

- Used for: Event Notetags and Event Page Comment Tags
- This icon will only appear on the compass if the player is within range.
- Replace 'x' with the number of tiles the player must be within range of
  this event or event page in order to appear in the Proximity Compass.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

ProximityCompass Minimap03.gif

<Minimap Icon: x>

- Used for: Event Notetags and Event Page Comment Tags
- This icon will only appear if there is no designated compass icon AND
  will ONLY appear on the large minimap.
- If <Compass Icon: x> is used, then <Compass Icon: x> will take priority.
- This is primarily used to mark NPC locations.
- This will override the setting found in the Plugin Parameters.
- Minimap icons will appear a different size (by default smaller) than
  events with <Compass Icon: x>.

---

<Hide Minimap Icon>

- Used for: Event Notetags and Event Page Comment Tags
- Makes it so that it will not show an icon while on the minimap.
- If <Compass Icon: x> is used, then <Compass Icon: x> will take priority.
- This is primarily used to hide event locations that would be marked by
  default due to the Plugin Parameters.
- This will override the setting found in the Plugin Parameters.

---

Quest Journal System VisuStella 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.

---

Action Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Use: +x>
<Variable id On Use: -x>

- Used for: Skill, Item Notetags
- Whenever any actor uses this specific skill or item, increase or decrease
  the target variable by a certain amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

Enemy Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Death: +x>
<Variable id On Death: -x>

- Used for: Enemy Notetags
- Whenever this specific enemy dies, increase or decrease the target
  variable by a certain amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

Item Tracking-Related Notetags

QuestJournalScreen2.png

---

<Variable id On Gain: +x>
<Variable id On Gain: -x>

- Used Item, Weapon, Armor Notetags
- Whenever the party gains the specific item, weapon, or armor, increase or
  decrease the target variable by a certai amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

<Variable id On Lose: +x>
<Variable id On Lose: -x>

- Used Item, Weapon, Armor Notetags
- Whenever the party loses the specific item, weapon, or armor, increase or
  decrease the target variable by a certai amount.
- Replace 'id' with the Variable ID you wish to alter.
- Replace 'x' with the increase or decrease in value for the variable.

---

<Track With Variable id>

- Used Item, Weapon, Armor Notetags
- Whenever there is a change made to the specific item, weapon, or armor,
  set the value of the target variable to the number of items owned.
- Replace 'id' with the Variable ID you wish to alter.

---

Skills and States 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.

General Skill Notetags

SkillsStatesCoreStype.png

The following are general notetags that are skill-related.

---

<Skill Type: x>
<Skill Types: x,x,x>

<Skill Type: name>
<Skill Types: name, name, name>

- Used for: Skill Notetags
- Marks the skill to have multiple Skill Types, meaning they would appear
  under different skill types without needing to create duplicate skills.
- Replace 'x' with a number value representing the Skill Type's ID.
- If using 'name' notetag variant, replace 'name' with the Skill Type(s)
  name desired to be added.

---

<List Name: name>

- Used for: Skill Notetags
- Makes the name of the skill appear different when show in the skill list.
- Using \V[x] as a part of the name will display that variable.

---

Skill Cost Notetags

SkillsStatesSkillCosts.png

The following are notetags that can be used to adjust skill costs. Some of these notetags are added through the Plugin Parameter: Skill Cost Types and can be altered there. This also means that some of these notetags can have their functionality altered and/or removed.

---

<type Cost: x>
<type Cost: x%>

- Used for: Skill Notetags
- These notetags are used to designate costs of custom or already existing
  types that cannot be made by the Database Editor.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'x' with a number value to determine the exact type cost value.
  This lets you bypass the Database Editor's limit of 9,999 MP and 100 TP.
- The 'x%' version is replaced with a percentile value to determine a cost
  equal to a % of the type's maximum quantity limit.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost: 500>
  <MP Cost: 25%>
  <Gold Cost: 3000>
  <Potion Cost: 5>

---

<type Cost Max: x>
<type Cost Min: x>

- Used for: Skill Notetags
- These notetags are used to ensure conditional and % costs don't become too
  large or too small.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'x' with a number value to determine the maximum or minimum values
  that the cost can be.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost Max: 1500>
  <MP Cost Min: 5>
  <Gold Cost Max: 10000>
  <Potion Cost Min: 3>

---

<type Cost: +x>
<type Cost: -x>

<type Cost: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- The related actor will raise/lower the cost of any skill that uses the
  'type' cost by a specified amount.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- For % notetag variant: Replace 'x' with a number value to determine the
  rate to adjust the Skill Cost Type by as a rate value. This is applied
  before <type Cost: +x> and <type Cost: -x> notetags.
- For + and - notetag variants: Replace 'x' with a number value to determine
  how much to adjust the Skill Cost Type by as a flat value. This is applied
  after <type Cost: x%> notetags.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:
  <HP Cost: +20>
  <MP Cost: -10>
  <Gold Cost: 50%>
  <Potion Cost: 200%>

---

<Custom Cost Text>
 text
</Custom Cost Text>

- Used for: Skill Notetags
- Allows you to insert custom text into the skill's cost area towards the
  end of the costs.
- Replace 'text' with the text you wish to display.
- Text codes may be used.

---

JavaScript Notetags: Skill Costs

The following are notetags made for users with JavaScript knowledge to determine any dynamic Skill Cost Types used for particular skills.

---

<JS type Cost>
 code
 code
 cost = code;
</JS type Cost>

- Used for: Skill Notetags
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'code' to determine the type 'cost' of the skill.
- Insert the final type cost into the 'cost' variable.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- Functionality for the notetag can be altered in the Plugin Parameters.

---

Gauge Replacement Notetags

SkillsStatesSpriteGauges.png

Certain classes can have their gauges swapped out for other Skill Cost Types. This is especially helpful for the classes that don't utilize those Skill Cost Types. You can mix and match them however you want.

---

<Replace HP Gauge: type>
<Replace MP Gauge: type>
<Replace TP Gauge: type>

- Used for: Class Notetags
- Replaces the HP (1st), MP (2nd), or TP (3rd) gauge with a different Skill
  Cost Type.
- Replace 'type' with a resource type. Existing ones found in the Plugin
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.
- Replace 'type' with 'none' to not display any gauges there.
- The <Replace TP Gauge: type> will require 'Display TP in Window' setting
  to be on in the Database > System 1 tab.
- Functionality for the notetags can be altered by changes made to the
  Skill & States Core Plugin Parameters.

---

Item Cost-Related Notetags

SkillsStatesCore Update123 Preview.png

---

<Item Cost: x name>
<Weapon Cost: x name>
<Armor Cost: x name>

- Used for: Skill Notetags
- The skill will consume items, weapons, and/or armors in order to be used.
  - Even non-consumable items will be consumed.
- Replace 'x' with a number representing the respective item cost.
- Replace 'name' with text representing the respective item, weapon, or
  armor to be consumed.
- Insert multiples of this notetag to consume multiple items, weapons,
  and/or armors.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:

  <Item Cost: 5 Magic Water>
  <Item Cost: 2 Antidote>
  <Weapon Cost: 1 Short Sword>
  <Armor Cost: 3 Cloth Armor>

---

<Item Cost Max: x name>
<Item Cost Min: x name>

<Weapon Cost Max: x name>
<Weapon Cost Min: x name>

<Armor Cost Max: x name>
<Armor Cost Min: x name>

- Used for: Skill Notetags
- Sets up a maximum/minimum cost for the item, weapon, armor type costs.
- Replace 'x' with a number representing the maximum or minimum cost.
- Replace 'name' with text representing the respective item, weapon, or
  armor to be consumed.

Examples:

  <Item Cost Max: 10 Magic Water>
  <Item Cost Min: 2 Antidote>
  <Weapon Cost Max: 3 Short Sword>
  <Armor Cost Min: 1 Cloth Armor>

---

<Item Cost: +x name>
<Item Cost: -x name>

<Weapon Cost: +x name>
<Weapon Cost: -x name>

<Armor Cost: +x name>
<Armor Cost: -x name>

<Item Cost: x% name>
<Weapon Cost: x% name>
<Armor Cost: x% name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- The related actor will raise/lower the item, weapon, and/or armor costs of
  any skill that costs those items, weapons, and/or armors by x%.
- For % notetag variant: Replace 'x' with a number value to determine the
  rate to adjust the Skill Cost Type by as a rate value. This is applied
  before <type Cost: +x> and <type Cost: -x> notetags.
- For + and - notetag variants: Replace 'x' with a number value to determine
  how much to adjust the Skill Cost Type by as a flat value. This is applied
  after <type Cost: x%> notetags.
- Replace 'name' with text representing the respective item, weapon, or
  armor to be consumed.
- Insert multiples of this notetag to consume multiple items, weapons,
  and/or armors.
- Functionality for these notetags can be altered in the Plugin Parameters.

Examples:

  <Item Cost: +1 Magic Water>
  <Item Cost: -2 Antidote>
  <Weapon Cost: 50% Short Sword>
  <Armor Cost: 200% Cloth Armor>

---

<Replace Item name1 Cost: name2>
<Replace Weapon name1 Cost: name2>
<Replace Armor name1 Cost: name2>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- The related actor will not consume 'name1' items, weapons, or armors.
  Instead, the cost will be redirected to 'name2' items, weapons, or armors.
  - Even non-consumable items will be consumed.
- Replace 'name1' with text representing the respective item, weapon, or
  armor that is the original cost type.
- Replace 'name2' with text representing the respective item, weapon, or
  armor that will be consumed instead.

Examples:

  <Replace Item Magic Water Cost: Potion>
  <Replace Item Antidote Cost: Dispel Herb>
  <Replace Weapon Short Sword Cost: Falchion>
  <Replace Armor Cloth Armor Cost: Leather Armor>

---

Skill Accessibility Notetags

Sometimes, you don't want all skills to be visible whether it be to hide menu-only skills during battle, until certain switches are turned ON/OFF, or until certain skills have been learned.

---

<Hide in Battle>
<Hide outside Battle>

- Used for: Skill Notetags
- Makes the specific skill visible or hidden depending on whether or not the
  player is currently in battle.

---

<Show Switch: x>

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

- Used for: Skill Notetags
- Determines the visibility of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, skill will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the
  switches are ON. Otherwise, it would be hidden.

---

<Hide Switch: x>

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

- Used for: Skill Notetags
- Determines the visibility of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's visibility.
- If 'All' notetag variant is used, skill will be shown until all switches
  are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  switches are ON. Otherwise, it would be shown.

---

<Show if learned Skill: x>

<Show if learned All Skills: x,x,x>
<Show if learned Any Skills: x,x,x>

<Show if learned Skill: name>

<Show if learned All Skills: name, name, name>
<Show if learned Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills learned.
- Determines the visibility of the skill based on skills learned.
- This does not apply to skills added by traits on actors, classes, any
  equipment, or states. These are not considered learned skills. They are
  considered temporary skills.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be hidden until all skills
  are learned. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the skills
  are learned. Otherwise, it would be hidden.

---

<Hide if learned Skill: x>

<Hide if learned All Skills: x,x,x>
<Hide if learned Any Skills: x,x,x>

<Hide if learned Skill: name>

<Hide if learned All Skills: name, name, name>
<Hide if learned Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills learned.
- This does not apply to skills added by traits on actors, classes, any
  equipment, or states. These are not considered learned skills. They are
  considered temporary skills.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be shown until all skills
  are learned. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  skills are learned. Otherwise, it would be shown.

---

<Show if has Skill: x>

<Show if have All Skills: x,x,x>
<Show if have Any Skills: x,x,x>

<Show if has Skill: name>

<Show if have All Skills: name, name, name>
<Show if have Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills available.
- This applies to both skills that have been learned and/or temporarily
  added through traits on actors, classes, equipment, or states.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be hidden until all skills
  are learned. Then, it would be shown.
- If 'Any' notetag variant is used, skill will be shown if any of the skills
  are learned. Otherwise, it would be hidden.

---

<Hide if has Skill: x>

<Hide if have All Skills: x,x,x>
<Hide if have Any Skills: x,x,x>

<Hide if has Skill: name>

<Hide if have All Skills: name, name, name>
<Hide if have Any Skills: name, name, name>

- Used for: Skill Notetags
- Determines the visibility of the skill based on skills available.
- This applies to both skills that have been learned and/or temporarily
  added through traits on actors, classes, equipment, or states.
- Replace 'x' with the skill ID to determine the skill's visibility.
- If 'name' notetag viarant is used, replace 'name' with the skill's name to
  be checked for the notetag.
- If 'All' notetag variant is used, skill will be shown until all skills
  are learned. Then, it would be hidden.
- If 'Any' notetag variant is used, skill will be hidden if any of the
  skills are learned. Otherwise, it would be shown.

---

<Enable Switch: x>

<Enable All Switches: x,x,x>
<Enable Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's enabled status.
- If 'All' notetag variant is used, skill will be disabled until all
  switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, skill will be enabled if any of the
  switches are ON. Otherwise, it would be disabled.

---

<Disable Switch: x>

<Disable All Switches: x,x,x>
<Disable Any Switches: x,x,x>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on switches.
- Replace 'x' with the switch ID to determine the skill's enabled status.
- If 'All' notetag variant is used, skill will be enabled until all switches
  are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, skill will be disabled if any of the
  switches are ON. Otherwise, it would be enabled.

---

JavaScript Notetags: Skill Accessibility

The following are notetags made for users with JavaScript knowledge to determine if a skill can be accessible visibly or through usage.

---

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

- Used for: Skill Notetags
- Determines the visibility of the skill based on JavaScript code.
- Replace 'code' to determine the type visibility of the skill.
- The 'visible' variable returns a boolean (true/false) to determine if the
  skill will be visible or not.
- The 'user' variable refers to the user with the skill.
- The 'skill' variable refers to the skill being checked.
- All other visibility conditions must be met for this code to count.

---

<JS Skill Enable>
 code
 code
 enabled = code;
</JS Skill Enable>

- Used for: Skill Notetags
- Determines the enabled status of the skill based on JavaScript code.
- Replace 'code' to determine the type enabled status of the skill.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  skill will be enabled or not.
- The 'user' variable refers to the user with the skill.
- The 'skill' variable refers to the skill being checked.
- All other skill conditions must be met in order for this to code to count.

---

General State-Related Notetags

SkillsStatesCoreColors.png

The following notetags are centered around states, such as how their turn counts are displayed, items and skills that affect state turns, if the state can avoid removal by death state, etc.

---

<No Death Clear>

- Used for: State Notetags
- Prevents this state from being cleared upon death.
- This allows this state to be added to an already dead battler, too.

---

<No Recover All Clear>

- Used for: State Notetags
- Prevents this state from being cleared upon using the Recover All command.

---

<Group Defeat>

- Used for: State Notetags
- If an entire party is affected by states with the <Group Defeat> notetag,
  they are considered defeated.
- Usage for this includes party-wide petrification, frozen, etc.

---

<Reapply Rules: Ignore>
<Reapply Rules: Reset>
<Reapply Rules: Greater>
<Reapply Rules: Add>

- Used for: State Notetags
- Choose what kind of rules this state follows if the state is being applied
  to a target that already has the state. This affects turns specifically.
- 'Ignore' will bypass any turn changes.
- 'Reset' will recalculate the state's turns.
- 'Greater' will choose to either keep the current turn count if it's higher
  than the reset amount or reset it if the current turn count is lower.
- 'Add' will add the state's turn count to the applied amount.
- If this notetag isn't used, it will use the rules set in the States >
  Plugin Parameters.

---

<Positive State>
<Negative State>

- Used for: State Notetags
- Marks the state as a positive state or negative state, also altering the
  state's turn count color to match the Plugin Parameter settings.
- This also puts the state into either the 'Positive' category or
  'Negative' category.

---

<Category: name>
<Category: name, name, name>

- Used for: State Notetags
- Arranges states into certain/multiple categories.
- Replace 'name' with a category name to mark this state as.
- Insert multiples of this to mark the state with  multiple categories.

---

<Categories>
 name
 name
</Categories>

- Used for: State Notetags
- Arranges states into certain/multiple categories.
- Replace each 'name' with a category name to mark this state as.

---

<Resist State Category: name>
<Resist State Categories: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected battler resist the listed categories.
- Replace each 'name' with a category name to resist.
  - Insert multiple 'name' entries to add more categories.
- This works exactly like how state resistances work in-game. If a battler
  who was originally NOT resistant to "Poison" before gaining a
  poison-resistant trait, the "Poison" state will remain because it was
  applied before poison-resistance as enabled.

---

<Resist State Categories>
 name
 name
 name
</Resist State Categories>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Causes the affected battler resist the listed categories.
- Replace each 'name' with a category name to resist.
  - Insert multiple 'name' entries to add more categories.
- This works exactly like how state resistances work in-game. If a battler
  who was originally NOT resistant to "Poison" before gaining a
  poison-resistant trait, the "Poison" state will remain because it was
  applied before poison-resistance as enabled.

---

<State x Category Remove: y>

<State x Category Remove: All>

- Used for: Skill, Item Notetags
- Allows the skill/item to remove 'y' states from specific category 'x'.
- Replace 'x' with a category name to remove from.
- Replace 'y' with the number of times to remove from that category.
- Use the 'All' variant to remove all of the states of that category.
- Insert multiples of this to remove different types of categories.

---

<Remove Other x States>

- Used for: State Notetags
- When the state with this notetag is added, remove other 'x' category
  states from the battler (except for the state being added).
- Replace 'x' with a category name to remove from.
- Insert multiples of this to remove different types of categories.
- Useful for thing state types like stances and forms that there is usually
  only one active at a time.

---

<Hide State Turns>

- Used for: State Notetags
- Hides the state turns from being shown at all.
- This will by pass any Plugin Parameter settings.

---

<Turn Color: x>
<Turn Color: #rrggbb>

- Used for: State Notetags
- Hides the state turns from being shown at all.
- Determines the color of the state's turn count.
- Replace 'x' with a number value depicting a window text color.
- Replace 'rrggbb' with a hex color code for a more custom color.

---

<Max Turns: x>

- Used for: State Notetags
- Determines the upper limit on the maximum number of turns for this state.
- Replace 'x' with a number representing the maximum number of turns used
  for this state.
- If no notetag is used, refer to the default setting found in the Plugin
  Parameters under "State Settings".

---

<State id Turns: +x>
<State id Turns: -x>

<Set State id Turns: x>

<State name Turns: +x>
<State name Turns: -x>

<Set State name Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by state 'id' or state 'name', change the state
  turn duration for target.
- For 'id' variant, replace 'id' with the ID of the state to modify.
- For 'name' variant, replace 'name' with the name of the state to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple states at once.

---

<param Buff Turns: +x>
<param Buff Turns: -x>

<Set param Buff Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by a 'param' buff, change that buff's turn
  duration for target.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter buff to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple parameters at once.

---

<param Debuff Turns: +x>
<param Debuff Turns: -x>

<Set param Debuff Turns: x>

- Used for: Skill, Item Notetags
- If the target is affected by a 'param' debuff, change that debuff's turn
  duration for target.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter debuff to modify.
- Replace 'x' with the value you wish to increase, decrease, or set to.
- Insert multiples of this notetag to affect multiple parameters at once.

---

JavaScript Notetags: On Add/Erase/Expire

Using JavaScript code, you can use create custom effects that occur when a state has bee added, erased, or expired.

---

<JS On Add State>
 code
 code
</JS On Add State>

- Used for: State Notetags
- When a state is added, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

---

<JS On Erase State>
 code
 code
</JS On Erase State>

- Used for: State Notetags
- When a state is erased, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

---

<JS On Expire State>
 code
 code
</JS On Expire State>

- Used for: State Notetags
- When a state has expired, run the code added by this notetag.
- The 'user' variable refers to the current active battler.
- The 'target' variable refers to the battler affected by this state.
- The 'origin' variable refers to the one who applied this state.
- The 'state' variable refers to the current state being affected.

---

JavaScript Notetags: Slip Damage/Healing

Slip Damage, in RPG Maker vocabulary, refers to damage over time. The following notetags allow you to perform custom slip damage/healing.

---

<JS type Slip Damage>
 code
 code
 damage = code;
</JS type Slip Damage>

- Used for: State Notetags
- Code used to determine how much slip damage is dealt to the affected unit
  during each regeneration phase.
- Replace 'type' with 'HP', 'MP', or 'TP'.
- Replace 'code' with the calculations on what to determine slip damage.
- The 'user' variable refers to the origin of the state.
- The 'target' variable refers to the affected unit receiving the damage.
- The 'state' variable refers to the current state being affected.
- The 'damage' variable is the finalized slip damage to be dealt.
- When these states are applied via action effects, the slip calculations
  are one time calculations made upon applying and the damage is cached to
  be used for future on regeneration calculations.
- For that reason, do not include game mechanics here such as adding states,
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use
  the VisuStella Battle Core's <JS Pre-Regenerate> and <JS Post-Regenerate>
  notetags for game mechanics instead.
- Passive states and states with the <JS Slip Refresh> notetag are exempt
  from the one time calculation and recalculated each regeneration phase.

---

<JS type Slip Heal>
 code
 code
 heal = code;
</JS type Slip Heal>

- Used for: State Notetags
- Code used to determine how much slip healing is dealt to the affected unit
  during each regeneration phase.
- Replace 'type' with 'HP', 'MP', or 'TP'.
- Replace 'code' with the calculations on what to determine slip healing.
- The 'user' variable refers to the origin of the state.
- The 'target' variable refers to the affected unit receiving the healing.
- The 'state' variable refers to the current state being affected.
- The 'heal' variable is the finalized slip healing to be recovered.
- When these states are applied via action effects, the slip calculations
  are one time calculations made upon applying and the damage is cached to
  be used for future on regeneration calculations.
- For that reason, do not include game mechanics here such as adding states,
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use
  the VisuStella Battle Core's <JS Pre-Regenerate> and <JS Post-Regenerate>
  notetags for game mechanics instead.
- Passive states and states with the <JS Slip Refresh> notetag are exempt
  from the one time calculation and recalculated each regeneration phase.

---

<JS Slip Refresh>

- Used for: State Notetags
- Refreshes the calculations made for the JS Slip Damage/Heal amounts at the
  start of each regeneration phase to allow for dynamic damage ranges.

---

Passive State Notetags

SkillsStatesCorePassives.png

Passive States are states that are always applied to actors and enemies provided that their conditions have been met. These can be granted through database objects or through the Passive States Plugin Parameters.


---

For those using the code "a.isStateAffected(10)" to check if a target is affected by a state or not, this does NOT check passive states. This only checks for states that were directly applied to the target.

This is NOT a bug.

Instead, use "a.states().includes($dataStates[10])" to check for them. This code will search for both directly applied states and passive states alike.

---

As passive states are NOT considered directly applied to, they do NOT match a Conditional Branch's state check as well. The Conditional Branch effect checks for an affected state.

---

Because passive states are NOT directly applied to a battler, the functions of "addNewState", "addState", "eraseState", "removeState" do NOT apply to passive states either. This means that any of the related JS notetags tied to those functions will not occur either.

---

Why are passive states not considered affected by? Let's look at it differently. There are two ways to grant skills to actors. They can acquire skills by levels/items/events or they can equip gear that temporarily grants the skill in question.

Learning the skill is direct. Temporarily granting the skill is indirect. These two factors have mechanical importance and require differentiation.

Regular states and passive states are the same way. Regular states are directly applied, therefore, need to be distinguished in order for things like state turns and steps, removal conditionals, and similar to matter at all. Passive states are indirect and are therefore, unaffected by state turns, steps, and removal conditions. These mechanical differences are important for how RPG Maker works.

---

Once again, it is NOT a bug that when using "a.isStateAffected(10)" to check if a target has a passive state will return false.

---

<Passive State: x>
<Passive States: x,x,x>

<Passive State: name>
<Passive States: name, name, name>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy Notetags
- Adds passive state(s) x to trait object, applying it to affected actor or
  enemy unit(s).
- Replace 'x' with a number to determine which state to add as a passive.
- If using 'name' notetag variant, replace 'name' with the name of the
  state(s) to add as a passive.
- Note: If you plan on applying a passive state through a skill, it must be
  through a skill that has been learned by the target and not a skill that
  is given through a trait.

---

<Passive Stackable>

- Used for: State Notetags
- Makes it possible for this passive state to be added multiple times.
- Otherwise, only one instance of the passive state can be available.

---

<Passive Condition Class: id>
<Passive Condition Classes: id, id, id>

<Passive Condition Class: name>
<Passive Condition Classes: name, name, name>

- Used for: State Notetags
- Determines the passive condition of the passive state based on the actor's
  current class. As long as the actor's current class matches one of the
  data entries, the passive condition is considered passed.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- This does not affect enemies.

---

<Passive Condition Multiclass: id>
<Passive Condition Multiclass: id, id, id>

<Passive Condition Multiclass: name>
<Passive Condition Multiclass: name, name, name>

- Used for: State Notetags
- Requires VisuMZ_2_ClassChangeSystem!
- Determines the passive condition of the passive state based on the actor's
  multiclasses. As long as the actor has any of the matching classes
  assigned as a multiclass, the passive condition is considered passed.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- This does not affect enemies.

---

<Passive Condition Switch ON: x>

<Passive Condition All Switches ON: x,x,x>
<Passive Condition Any Switch ON: x,x,x>

- Used for: State Notetags
- Determines the passive condition of the passive state based on switches.
- Replace 'x' with the switch ID to determine the state's passive condition.
- If 'All' notetag variant is used, conditions will not be met until all
  switches are ON. Then, it would be met.
- If 'Any' notetag variant is used, conditions will be met if any of the
  switches are ON. Otherwise, it would not be met.

---

<Passive Condition Switch OFF: x>

<Passive Condition All Switches OFF: x,x,x>
<Passive Condition Any Switch OFF: x,x,x>

- Used for: State Notetags
- Determines the passive condition of the passive state based on switches.
- Replace 'x' with the switch ID to determine the state's passive condition.
- If 'All' notetag variant is used, conditions will not be met until all
  switches are OFF. Then, it would be met.
- If 'Any' notetag variant is used, conditions will be met if any of the
  switches are OFF. Otherwise, it would not be met.

---

JavaScript Notetags: Passive State

The following is a notetag made for users with JavaScript knowledge to determine if a passive state's condition can be met.

---

<JS Passive Condition>
 code
 code
 condition = code;
</JS Passive Condition>

- Used for: State Notetags
- Determines the passive condition of the state based on JavaScript code.
- Replace 'code' to determine if a passive state's condition has been met.
- The 'condition' variable returns a boolean (true/false) to determine if
  the passive state's condition is met or not.
- The 'user' variable refers to the user affected by the passive state.
- The 'state' variable refers to the passive state being checked.
- All other passive conditions must be met for this code to count.

**NOTE** Not everything can be used as a custom JS Passive Condition due to
limitations of the code. There are failsafe checks to prevent infinite loops
and some passive conditions will not register for this reason and the
conditional checks will behave as if the passive states have NOT been
applied for this reason. Such examples include the following:

- A passive state that requires another passive state
- A passive state that requires a trait effect from another state
- A passive state that requires a parameter value altered by another state
- A passive state that requires equipment to be worn but its equipment type
  access is provided by another state.
- Anything else that is similar in style.

---

Skill Cooldowns 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.

Skill-Only Notetags

SkillCooldownsCD.png

The following notetags are used for skills and are related to setting the primary uses of Cooldowns and Warmups.

---

<Bypass Cooldowns>
<Bypass Warmups>

- Used for: Skill Notetags
- Lets the skill bypass cooldowns and/or warmups.

---

<Cooldown: x>

- Used for: Skill Notetags
- The skill will gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.

---

<Skill id Cooldown: x>
<Skill name Cooldown: x>

- Used for: Skill Notetags
- The skill will cause listed skills to gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Cooldown: x>
<Stype name Cooldown: x>

- Used for: Skill Notetags
- The skill will cause all skills with the skill type to gain a cooldown
  upon usage.
- Replace 'x' with the number of turns to set the cooldown to.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Cooldown: x>

- Used for: Skill Notetags
- The skill will cause all skills to gain a cooldown upon usage.
- Replace 'x' with the number of turns to set the cooldown to.

---

SkillCooldownsWU.png

<Warmup: x>

- Used for: Skill Notetags
- The skill will gain a warmup upon the start of battle.
- Replace 'x' with the number of turns to set the warmup to.

---

JavaScript Notetags: Skill-Only

The following are notetags made for users with JavaScript knowledge to give skills dynamic cooldown or warmup durations.

---

SkillCooldownsCD.png

<JS Cooldown>
 code
 code
 turns = code
</JS Cooldown>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code used to determine the base cooldown
  for this skill.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized cooldown value.

---

<JS On Cooldown Update>
 code
 code
 code
</JS On Cooldown Update>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's cooldown updates.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized cooldown value.

---

<JS On Cooldown Ready>
 code
 code
 code
</JS On Cooldown Ready>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's cooldown hits 0 and becomes ready.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.

---

SkillCooldownsWU.png

<JS Warmup>
 code
 code
 turns = code
</JS Warmup>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code used to determine the base warmup
  for this skill.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized warmup value.

---

<JS On Warmup Update>
 code
 code
 code
</JS On Warmup Update>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's warmup updates.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.
- The 'turns' variable refers to the finalized warmup value.

---

<JS On Warmup Ready>
 code
 code
 code
</JS On Warmup Ready>

- Used for: Skill Notetags
- Replace 'code' with JavaScript code to perform various actions whenever
  the skill's warmup hits 0 and becomes ready.
- The 'user' variable refers to the user about to perform the skill.
- The 'skill' variable refers to the skill being used.

---

Cooldown/Warmup Notetag Traits

These Notetag Traits help modify the finalized value of a cooldown/warmup. The final cooldown/warmup duration is calculated by the following formula:

(base + plus) * rate + flat

The base value is the amount calculated through the <Cooldown: x> and <Warmup: x> notetags found in the section above.

---

SkillCooldownsCD.png

<Skill id Cooldown Plus: +x>
<Skill id Cooldown Plus: -x>

<Skill name Cooldown Plus: +x>
<Skill name Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Cooldown Rate: x%>
<Skill id Cooldown Rate: x.x>

<Skill name Cooldown Rate: x%>
<Skill name Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Cooldown Flat: +x>
<Skill id Cooldown Flat: -x>

<Skill name Cooldown Flat: +x>
<Skill name Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Cooldown Plus: +x>
<Stype id Cooldown Plus: -x>

<Stype name Cooldown Plus: +x>
<Stype name Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Cooldown Rate: x%>
<Stype id Cooldown Rate: x.x>

<Stype name Cooldown Rate: x%>
<Stype name Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Cooldown Flat: +x>
<Stype id Cooldown Flat: -x>

<Stype name Cooldown Flat: +x>
<Stype name Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Cooldown Plus: +x>
<Global Cooldown Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

<Global Cooldown Rate: x%>
<Global Cooldown Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.

---

<Global Cooldown Flat: +x>
<Global Cooldown Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific cooldown changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

SkillCooldownsWU.png

<Skill id Warmup Plus: +x>
<Skill id Warmup Plus: -x>

<Skill name Warmup Plus: +x>
<Skill name Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Warmup Rate: x%>
<Skill id Warmup Rate: x.x>

<Skill name Warmup Rate: x%>
<Skill name Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Skill id Warmup Flat: +x>
<Skill id Warmup Flat: -x>

<Skill name Warmup Flat: +x>
<Skill name Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards this specific skill.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<Stype id Warmup Plus: +x>
<Stype id Warmup Plus: -x>

<Stype name Warmup Plus: +x>
<Stype name Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Warmup Rate: x%>
<Stype id Warmup Rate: x.x>

<Stype name Warmup Rate: x%>
<Stype name Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Stype id Warmup Flat: +x>
<Stype id Warmup Flat: -x>

<Stype name Warmup Flat: +x>
<Stype name Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards skills with this skill type.
- Replace 'x' with the numeric value to change duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<Global Warmup Plus: +x>
<Global Warmup Plus: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

<Global Warmup Rate: x%>
<Global Warmup Rate: x.x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the percentile value to change duration by.
- Replace 'x.x' with the float value to change duration by.

---

<Global Warmup Flat: +x>
<Global Warmup Flat: -x>

- Used for: Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
- Affects specific warmup changes towards all skills.
- Replace 'x' with the numeric value to change duration by.

---

Cooldown/Warmup Notetag Actions

The following notetags are actively altering effects that target cooldowns and/or warmups. Cooldown effects may be applied at any moment through these while warmup effects will only affect skills on warmup currently.

---

SkillCooldownsCD.png

<Clear User Cooldowns>
<Clear Target Cooldowns>

- Used for: Skill, Item Notetags
- Clears all cooldowns for the user/target.

---

SkillCooldownsWU.png

<Clear User Warmups>
<Clear Target Warmups>

- Used for: Skill, Item Notetags
- Clears all warmups for the user/target.

---

SkillCooldownsCD.png

<User Skill id Cooldown: +x>
<User Skill id Cooldown: -x>

<User Skill name Cooldown: +x>
<User Skill name Cooldown: -x>

<Target Skill id Cooldown: +x>
<Target Skill id Cooldown: -x>

<Target Skill name Cooldown: +x>
<Target Skill name Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for this specific skill.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.

---

<User Stype id Cooldown: +x>
<User Stype id Cooldown: -x>

<User Stype name Cooldown: +x>
<User Stype name Cooldown: -x>

<Target Stype id Cooldown: +x>
<Target Stype id Cooldown: -x>

<Target Stype name Cooldown: +x>
<Target Stype name Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for all skills with this type.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.

---

<User Global Cooldown: +x>
<User Global Cooldown: -x>

<Target Global Cooldown: +x>
<Target Global Cooldown: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's cooldown duration for all skills.
- Replace 'x' with the amount to change the duration by.

---

SkillCooldownsWU.png

<User Skill id Warmup: +x>
<User Skill id Warmup: -x>

<User Skill name Warmup: +x>
<User Skill name Warmup: -x>

<Target Skill id Warmup: +x>
<Target Skill id Warmup: -x>

<Target Skill name Warmup: +x>
<Target Skill name Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for this specific skill.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill found in Database => Skills.
- Replace 'name' with the name of the skill found in Database => Skills.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

<User Stype id Warmup: +x>
<User Stype id Warmup: -x>

<User Stype name Warmup: +x>
<User Stype name Warmup: -x>

<Target Stype id Warmup: +x>
<Target Stype id Warmup: -x>

<Target Stype name Warmup: +x>
<Target Stype name Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for all skills with this type.
- Replace 'x' with the amount to change the duration by.
- Replace 'id' with the ID of the skill type found in Database => Types.
- Replace 'name' with the name of the skill type found in Database => Types.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

<User Global Warmup: +x>
<User Global Warmup: -x>

<Target Global Warmup: +x>
<Target Global Warmup: -x>

- Used for: Skill, Item Notetags
- Alters the user/target's warmup duration for all skills.
- Replace 'x' with the amount to change the duration by.
- NOTE: Warmup changes only apply to skills that are still in warmup.

---

Victory Aftermath 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.

---

VictoryAftermathLevelUpNew.png

<Level Up Quotes>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
</Level Up Quotes>

- Used for: Actor Notetags
- Description
- Replace 'text' with the text you'd want the actor to say when leveling up.
- The <New Quote> tag is used between the <Level Up Quotes> notetags to
  separate quotes.
- If an actor has multiple quotes (due to the <New Quote> notetag), then a
  random quote will be selected upon level up.
- If this notetag is not found inside an actor's notebox, a random level up
  quote will be selected from the Plugin Parameters => Level Up => Quotes =>
  Level Up Quotes plugin parameter.

---

VictoryAftermathSkillLearnNew.png

<New Skill Quotes>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
 <New Quote>
 text
 text
 text
 text
</New Skill Quotes>

- Used for: Actor Notetags
- Description
- Replace 'text' with the text you'd want the actor to say when leveling up
  in addition to learning a new skill upon leveling up.
- The <New Quote> tag is used between the <New Skill Quotes> notetags to
  separate quotes.
- If an actor has multiple quotes (due to the <New Quote> notetag), then a
  random quote will be selected upon level up and learning a new skill.
- If this notetag is not found inside an actor's notebox, a random new skill
  quote will be selected from the Plugin Parameters => Level Up => Quotes =>
  New Skill Quotes plugin parameter.

Visual State Effects 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.

State-Related Notetags

The following notetags are made for states.

---

<Hide State Popup>

- Used for: State Notetags
- Don't display any of the popups for this state.

---

VisualStateEffectsPopups.gif

<State Popup>
 text color: c
 flash color: r, g, b, a
 flash duration: d
</State Popup>

- Used for: State Notetags
- Changes the settings of the state popup from the defaults declared by the
  Plugin Parameters. Each of the settings are optional. If the lines do not
  appear in the notetag, then the default values from the Plugin Parameters
  will be used instead.
- Replace 'c' #rrggbb for custom colors or insert a regular number for text
  colors from the Window Skin.
- Replace 'r', 'g', 'b', 'a' with number values ranging from 0 to 255 for
  'red', 'green', 'blue', and 'alpha' to determine the flash color.
- Replace 'd' with a number representing the amount of frames you want the
  flash duration to last for.

Examples:

<State Popup>
 text color: 3
</State Popup>

<State Popup>
 text color: #abcdef
 flash color: 255, 255, 0, 160
</State Popup>

<State Popup>
 flash color: 0, 255, 255, 160
 flash duration: 90
</State Popup>

<State Popup>
 flash duration: 777
</State Popup>

---

<Add Animation: x>

- Used for: State Notetags
- Determines the battle animation to play when the state is applied.
- Replace 'x' with a number representing the ID of the animation you wish
  to play when the state is added.
- This does not work for states without icons nor the death state.

---

<Erase Animation: x>

- Used for: State Notetags
- Determines the battle animation to play when the state is removed.
- Replace 'x' with a number representing the ID of the animation you wish
  to play when the state is removed.
- This does not work for states without icons nor the death state.

---

VisualStateEffectsRepeatCycle.gif

<Repeat Animation: x>

- Used for: State Notetags
- Determines the battle animation to play in intervals when the battler is
  affected by it.
- Replace 'x' with a number representing the ID of the animation you wish
  to play on repeat while the battler is affected by the state.
- The battler will cycle through the various repeating state animations
  available through states.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.
- WARNING: Abusing Repeat Animations can jeopardize game performance.

---

<Repeat Animation Cycle: x>

- Used for: State Notetags
- Determines the cycle/duration of this specific state's repeating animation
  if you do not wish to use the plugin parameter's default setting.
- Replace 'x' with the number of frames you wish to play this animation for
  before moving onto the next animation.
- WARNING: Lower numbers can jeopardize game performance.

---

VisualStateEffects CustomOverlay.gif

<Custom Overlay: filename>

- Used for: State Notetags
- For those who don't want to use the img/system/ folder's "States" image
  file and want something custom, this notetag will do exactly that.
- Custom state overlays will follow similar dimensions to the original
  States image:
  - Pixel Width: 768
  - Pixel Height: 96
  - Total Frames: 8
  - If you want to use different sizes, we recommend you look into Effekseer
    custom animations with the <Repeat Animation: x> notetag instead.
- Replace 'filename' with the filename of the image you want to use as
  a state overlay found in the game project's img/system/ folder.
  - Do not include the file extension.

---

<State Motion: Walk>
<State Motion: Wait>
<State Motion: Chant>
<State Motion: Guard>
<State Motion: Damage>
<State Motion: Evade>
<State Motion: Thrust>
<State Motion: Swing>
<State Motion: Missile>
<State Motion: Skill>
<State Motion: Spell>
<State Motion: Item>
<State Motion: Escape>
<State Motion: Victory>
<State Motion: Dying>
<State Motion: Abnormal>
<State Motion: Sleep>
<State Motion: Dead>

- Used for: State Notetags
- Lets you determine what kind of state motion to play when the battler is
  affected by the state.
- The battler will only play the highest priority state motion.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffectsToneFrozen.gif

<State Motion Lock>

- Used for: State Notetags
- If an actor or animated sideview enemy is affected by a state that has
  this notetag, their animation will be locked in place while this state
  is in effect.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffectsToneFrozen.gif

<State Tone: red, green, blue, gray>

- Used for: State Notetags
- Tints the battler with a tone determined by the state.
- Replace 'red', 'green', 'blue' with a value between -255 and 255.
- Replace 'gray' with a value between 0 and 255.
- If a battler has multiple states with tones, then the state with the
  highest priority value is applied to the battler.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffects-Opacity.png

<Visual Opacity: x>
<Visual Opacity: x%>

- Used for: State Notetags
- When a battler is affected by this state, change the opacity of their main
  battler sprite to 'x' or 'x%'.
- Replace 'x' with a number from 0 to 255 representing the opacity level.
- Replace 'x%' with a percentage from 0% to 100% representing the opacity.
- This does NOT affect UI elements like the HP Gauges, State Icons, or their
  positioning markers such as the battler's shadow as this is only to used
  to represent a change in their opacity through a state.
- To change the whole battler's opacity including everything from the UI
  elements, State Icons, etc., use the Action Sequence Plugin Command to
  visually alter the whole opacity level instead.
- The Visual Opacity level will compound with the opacity level adjusted by
  the Action Sequence Plugin Command. Keep this in mind when using both of
  them together.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

VisualStateEffects Rainbow.gif

<Visual Rainbow: +x>
<Visual Rainbow: -x>

- Used for: State Notetags
- When a battler is affected by this state, the battler has a colorful
  rainbow shifting effect.
- Replace 'x' with a number representing how fast the colors shift for the
  battler. Higher numbers are faster. Lower numbers are slower.
- This does NOT affect UI elements like the HP Gauges, State Icons, or their
  positioning markers such as the battler's shadow as this is only to used
  to represent a change in their opacity through a state.
- The Visual Rainbow shift will be stacked on top of any battlers/enemies
  that already have a hue change.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

---

Hover Notetags

---

VisualStateEffectsHover.gif

<Visual Hover Effect>
 Base: x
 Speed: y
 Rate: z
 Death: case
</Visual Hover Effect>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Creates a hover effect when tied to a trait object.
- The 'base' value determines the minimum height above the ground for the
  hover effect. Replace 'x' with a number representing the pixel height.
- The 'speed' value determines the flat adjustment towards the wobbling
  change. Replace 'y' with a number representing the speed. Lower values
  move faster while higher values move slower.
- The 'rate' determines the fluctuation rate when the hover effect bobbles
  up and down. Replace 'z' with a number representing the fluctuation rate.
- The 'death' scenario lets you decide if you want the hovering battler to
  remain hovering if they're dead or fall down to the floor. Replace 'case'
  with 'Hover' or 'Floor'.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

Example:

<Visual Hover Effect>
 Base: 100
 Speed: 20
 Rate: 5.0
 Death: floor
</Visual Hover Effect>

---

Breathing-Related Notetags

VisualStateEffects Breathing.gif

The following notetags are purely EXPERIMENTAL. There is a high likelihood of unintended graphical glitches when using them. Use them at your own risk.

---

<Visual Breathing Effect>
 Speed: x
 Speed X: x
 Speed Y: x

 Rate: x.y
 Rate X: x.y
 Rate Y: x.y

 HP Link: On
 HP Link: Off
</Visual Breathing Effect>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Creates a hover effect when tied to a trait object.
- The 'speed' value determines how long each cycle is.
  - When using 'Speed', this will apply to both 'Speed X' and 'Speed Y'
  - 'Speed X' refers to the horizontal breathing cycle
  - 'Speed Y' refers to the vertical breathing cycle
  - If not declared, both will default to a value of '10'
- The 'rate' value determines how exaggerated the breathing distortion looks
  for the affected target.
  - When using 'Rate', this will apply to both 'Rate X' and 'Rate Y
  - 'Rate X' refers to horizontal breathing distortion effect
  - 'Rate Y' refers to vertical breathing distortion effect
  - If not declared, 'Rate X' will default to 0.000 and 'Rate Y' to 0.020.
- HP Link refers to the breathing speed relative to the target's HP rate
  where the lower the rate, the slower the speed becomes.
  - 'On' means it's enabled.
  - 'Off' means it's disabled.
  - If not declared, this will default to 'OFF'
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

Examples:

<Visual Breathing Effect>
 Speed: 10
 Rate Y: 0.050
 HP Link: On
</Visual Breathing Effect>

<Visual Breathing Effect>
 Speed X: 15
 Speed Y: 10
 Rate X: 0.01
 Rate Y: 0.050
</Visual Breathing Effect>

---

<No Breathing>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Removes any breathing effects for the affected target.

---

Weapon Unleash 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.

Unleash-Related Notetags

WeaponUnleashMZ.gif

The following notetags are related to Unleashes, which have a percent chance of trigger upon selecting "Attack" or "Guard" commands in-battle.

---

<Weapon Unleash id: x%>
<Weapon Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Attack" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Attack"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Weapon Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Guard Unleash id: x%>
<Guard Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Guard" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Guard"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Guard Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Weapon Unleash: +x%>
<Weapon Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Weapon Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Weapon Unleash success rates.

---

<Weapon Unleash id: +x%>
<Weapon Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Weapon Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Weapon Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Weapon Unleash success rates.

---

<Guard Unleash: +x%>
<Guard Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Guard Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Guard Unleash success rates.

---

<Guard Unleash id: +x%>
<Guard Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Guard Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Guard Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Guard Unleash success rates.

---

JavaScript Notetags: Unleash-Related

WeaponUnleashMZ.gif

The following notetags are made for users with JavaScript knowledge to determine which Unleash skill will be used (if at all).

---

<JS Weapon Unleash>
 code
 code
 id = code;
</JS Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Weapon Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Weapon Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS Guard Unleash>
 code
 code
 id = code;
</JS Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Guard Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Guard Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS On Unleash>
 code
 code
 code
</JS On Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when any kind of Unleash, Weapon or Guard, triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Weapon Unleash>
 code
 code
 code
</JS On Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Weapon Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Guard Unleash>
 code
 code
 code
</JS On Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Guard Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

Replace-Related Notetags

UnleashReplace.png

Skill replacement traits will replace the "Attack" and "Guard" commands in battle with other skills. They will always be replaced unless an Unleash successfully triggers and overrides them.

---

<Replace Attack: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Attack command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Attack command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Attack skill.
- If a battler has multiple Replace Attack traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

<Replace Guard: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Guard command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Guard command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Guard skill.
- If a battler has multiple Replace Guard traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

JavaScript Notetags: Replace-Related

UnleashReplace.png

The following notetags are made for users with JavaScript knowledge to determine which replacement skill will be used (if at all).

---

<JS Replace Attack>
 code
 code
 id = code;
</JS Replace Attack>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Attack skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

<JS Replace Guard>
 code
 code
 id = code;
</JS Replace Guard>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Guard skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

End of List

Pages in category "Notetags (MZ)"

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