Category:Notetags (MZ)

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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.

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.

---

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.
- 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.
- 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.
- Replace 'x' with a number value representing the number of random targets.

---

<Target: All Allies But User>

- Used for: Skill, Item Notetags
- Targets all allies with the exception of the user.

---

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.

---

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
- 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.

---

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.

---

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.

---

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.

---

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.

---

<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 Radius: 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.
  - Radius: 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.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<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.

---

<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 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.
- 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 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.

---

<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.

---

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.

---

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.

---

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.

---

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.

---

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.

---

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
- 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 flat 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.

---

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.

---

<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.

---

End of List

Pages in category "Notetags (MZ)"

The following 75 pages are in this category, out of 75 total.