Difference between revisions of "Template:VisuMZ Battle Core Notetags"

From Yanfly.moe Wiki
Jump to navigation Jump to search
(HP Gauge-Related Notetags)
(Life Steal-Related Notetags)
 
(43 intermediate revisions by 3 users not shown)
Line 32: Line 32:
 
   requirement setting.
 
   requirement setting.
 
- This does not bypass the player's Options preferences.
 
- This does not bypass the player's Options preferences.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<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.
 
</pre>
 
</pre>
  
Line 37: Line 58:
  
 
=== Animation-Related Notetags ===
 
=== Animation-Related Notetags ===
 +
 +
[[File:BattleCoreCastAni.gif]]
  
 
The following notetags allow you to set animations to play at certain
 
The following notetags allow you to set animations to play at certain
Line 76: Line 99:
  
 
=== Battleback-Related Notetags ===
 
=== Battleback-Related Notetags ===
 +
 +
[[File:BattleCoreBattleBack.png|400px]]
  
 
You can apply these notetags to have some control over the battlebacks that
 
You can apply these notetags to have some control over the battlebacks that
Line 99: Line 124:
  
 
=== Battle Command-Related Notetags ===
 
=== Battle Command-Related Notetags ===
 +
 +
[[File:BattleCoreBattleCommands.png]]
  
 
You can use notetags to change how the battle commands of playable
 
You can use notetags to change how the battle commands of playable
Line 130: Line 157:
 
  Escape
 
  Escape
 
  Auto Battle
 
  Auto Battle
 +
Combat Log
 +
Talk
 +
Weapon Swap
 
</Battle Commands>
 
</Battle Commands>
  
Line 174: Line 204:
 
- Auto Battle
 
- Auto Battle
 
   - Adds the auto battle command.
 
   - 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:
 
Example:
Line 216: Line 258:
  
 
<pre>
 
<pre>
<Battle Portrait: filename>
+
<Command Require Learn>
  
- Used for: Actor
+
- Used for: Skill Notetags
- This is used with the "Portrait" Battle Layout.
+
- Determines if a battle command is visible or not by whether the actor has
- Sets the battle portrait image for the actor to 'filename'.
+
  learned the skill.
- Replace 'filename' with a picture found within your game project's
+
- Learning the skill is a requirement. Acquiring the skill through traits
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename
+
   does not count as learning the skill.
   extension from the notetag.
 
- This will override any menu images used for battle only.
 
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Targeting-Related Notetags ===
+
<pre>
 +
<Command Require Access>
  
The following notetags are related to the targeting aspect of skills and
+
- Used for: Skill Notetags
items and may adjust the scope of how certain skills/items work.
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Always Hit>
+
<Command Show Switch: x>
  
<Always Hit Rate: x%>
+
<Command Show All Switches: x,x,x>
 +
<Command Show Any Switches: x,x,x>
  
- Used for: Skill, Item Notetags
+
- Used for: Skill Notetags
- Causes the action to always hit or to always have a hit rate of exactly
+
- Determines if a battle command is visible or not through switches.
   the marked x%.
+
- Replace 'x' with the switch ID to determine the skill's visibility.
- Replace 'x' with a number value representing the hit success percentage.
+
- 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.
 
</pre>
 
</pre>
  
Line 250: Line 300:
  
 
<pre>
 
<pre>
<Repeat Hits: x>
+
<Command Hide Switch: x>
 +
 
 +
<Command Hide All Switches: x,x,x>
 +
<Command Hide Any Switches: x,x,x>
  
- Used for: Skill, Item Notetags
+
- Used for: Skill Notetags
- Changes the number of hits the action will produce.
+
- Determines if a battle command is visible or not through switches.
- Replace 'x' with a number value representing the number of hits to incur.
+
- 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.
 
</pre>
 
</pre>
  
Line 260: Line 318:
  
 
<pre>
 
<pre>
<Target: x Random Any>
+
<Battle Portrait: filename>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor
- Makes the skill pick 'x' random targets when used.
+
- This is used with the "Portrait" Battle Layout.
- Targets can be both actors and enemies.
+
- Sets the battle portrait image for the actor to 'filename'.
- Replace 'x' with a number value representing the number of random targets.
+
- Replace 'filename' with a picture found within your game project's
</pre>
+
  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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Target: x Random Enemies>
+
<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: Skill, Item Notetags
+
- Used for: Actor
- Makes the skill pick 'x' random targets when used.
+
- This is used with the "Portrait" and "Border" Battle Layouts.
- Targets are only enemies.
+
- Offsets the X and Y coordinates for the battle portrait.
- Replace 'x' with a number value representing the number of random targets.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== JavaScript Notetag: Battle Command-Related ===
<Target: x Random Allies>
 
  
- Used for: Skill, Item Notetags
+
The following are notetags made for users with JavaScript knowledge to
- Makes the skill pick 'x' random targets when used.
+
determine if skill-based battle commands are visible or hidden.
- Targets are only actors.
 
- Replace 'x' with a number value representing the number of random targets.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Target: All Allies But User>
+
<JS Command Visible>
 +
code
 +
code
 +
visible = code;
 +
</JS Command Visible>
  
- Used for: Skill, Item Notetags
+
- Used for: Skill Notetags
- Targets all allies with the exception of the user.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== JavaScript Notetag: Targeting-Related ===
+
=== 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.
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Targets>
+
<Always Hit>
code
+
 
code
+
<Always Hit Rate: x%>
targets = [code];
 
</JS Targets>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- The 'targets' variable is an array that is returned to be used as a
+
- Causes the action to always hit or to always have a hit rate of exactly
   container for all the valid action targets.
+
   the marked x%.
- Replace 'code' with JavaScript code to determine valid targets.
+
- Replace 'x' with a number value representing the hit success percentage.
 
</pre>
 
</pre>
 
---
 
 
=== Damage-Related Notetags ===
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Damage Style: name>
+
<Repeat Hits: x>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Replace 'name' with a Damage Style name to change the way calculations are
+
- Changes the number of hits the action will produce.
  made using the damage formula input box.
+
- Replace 'x' with a number value representing the number of hits to incur.
- Names can be found in Plugin Parameters => Damage Settings => Style List
 
 
</pre>
 
</pre>
  
Line 336: Line 408:
  
 
<pre>
 
<pre>
<Armor Reduction: x>
+
<Target: x Random Any>
<Armor Reduction: x%>
+
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, sets the current skill/item's armor
+
- Makes the skill pick 'x' random targets when used.
  reduction properties to 'x' and/or 'x%'.
+
- Targets can be both actors and enemies.
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
+
- This will overwrite the existing database scope and ignore the database's
   when calculating one's own armor.
+
   existing scope in favor of this.
- Use the 'x' notetag variant to determine a flat reduction value.
+
- Replace 'x' with a number value representing the number of random targets.
- Use the 'x%' notetag variant to determine a percentile reduction value.
 
 
</pre>
 
</pre>
  
Line 350: Line 421:
  
 
<pre>
 
<pre>
<Armor Penetration: x>
+
<Target: x Random Enemies>
<Armor Penetration: x%>
+
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, sets the current skill/item's armor
+
- Makes the skill pick 'x' random targets when used.
  penetration properties to 'x' and/or 'x%'.
+
- Targets are only enemies.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
+
- This will overwrite the existing database scope and ignore the database's
   properties when calculating a target's armor.
+
   existing scope in favor of this.
- Use the 'x' notetag variant to determine a flat penetration value.
+
- Replace 'x' with a number value representing the number of random targets.
- Use the 'x%' notetag variant to determine a percentile penetration value.
 
 
</pre>
 
</pre>
  
Line 364: Line 434:
  
 
<pre>
 
<pre>
<Bypass Damage Cap>
+
<Target: x Random Allies>
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, this will cause the action to never have
+
- Makes the skill pick 'x' random targets when used.
   its damage capped.
+
- Targets are only actors.
- If used on trait objects, this will cause the affected unit to never have
+
- This will overwrite the existing database scope and ignore the database's
  its damage capped.
+
   existing scope in favor of this.
 +
- Replace 'x' with a number value representing the number of random targets.
 
</pre>
 
</pre>
  
Line 376: Line 447:
  
 
<pre>
 
<pre>
<Damage Cap: x>
+
<Target: All Allies But User>
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, this will declare the hard damage cap to
+
- This will overwrite the existing database scope and ignore the database's
  be the 'x' value.
+
   existing scope in favor of this.
- If used on trait objects, this will raise the affect unit's hard damage
+
- Targets all allies with the exception of the user.
   cap to 'x' value. If another trait object has a higher value, use that
 
  value instead.
 
 
</pre>
 
</pre>
  
Line 389: Line 458:
  
 
<pre>
 
<pre>
<Bypass Soft Damage Cap>
+
<Target: Ally or Enemy>
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, this will cause the action to never have
+
- Allows the player to target allies or enemies with the skill/item.
   its damage scaled downward to the soft cap.
+
  - Keep in mind this does NOT allow you to select dead party members.
- If used on trait objects, this will cause the affected unit to never have
+
- This will overwrite the existing database scope and ignore the database's
   its damage scaled downward to the soft cap.
+
   existing scope in favor of this.
 +
- Target selection emphasis will go to allies first.
 +
- Ignored when used by enemies and will be treated as an ally scope.
 +
- Auto-battle actors will also treat this action as an ally scope.
 +
- For certain battle layouts in frontview, this will open the Actor Select
 +
   window in order for Touch Input to be able to select actors.
 
</pre>
 
</pre>
  
Line 401: Line 475:
  
 
<pre>
 
<pre>
<Soft Damage Cap: +x%>
+
<Target: Enemy or Ally>
<Soft Damage Cap: -x%>
 
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- If used on skills and/or items, this will increase/decrease the action's
+
- Allows the player to target enemies or allies with the skill/item.
   soft cap by x% where 'x' is a percentage value representing the increment
+
  - Keep in mind this does NOT allow you to select dead party members.
  changed by the hard cap value.
+
- This will overwrite the existing database scope and ignore the database's
- If used on trait objects, this will raise the affect unit's soft damage
+
   existing scope in favor of this.
   limit by x% where 'x' is a percentage value representing the increment
+
- Target selection emphasis will go to enemies first.
  changed by the hard cap value.
+
- Ignored when used by enemies and will be treated as an enemy scope.
 +
- Auto-battle actors will also treat this action as an enemy scope.
 +
- For certain battle layouts in frontview, this will open the Actor Select
 +
   window in order for Touch Input to be able to select actors.
 
</pre>
 
</pre>
  
Line 416: Line 492:
  
 
<pre>
 
<pre>
<Unblockable>
+
<Single or Multiple Select>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Using "Guard" against this skill will not reduce any damage.
+
- Requires an original scope that can select individual targets.
 +
- This will allow the skill/item to be able to select either single targets
 +
  or multiple targets at once.
 +
  - In order to select "all enemies", the player must press the "Page Up"
 +
    keyboard button or the visual on screen "All Enemies" button.
 +
  - In order to select "all allies", the player must press the "Page Down"
 +
    keyboard button or the visual on screen "All Allies" button.
 +
  - Those wondering why this isn't regulated to a command left or right of
 +
    the enemies and actors is because mouse controls and touch controls
 +
    would not be able to select all enemies or all allies that way.
 +
  - This can NOT be used with single dead ally scopes.
 +
- If there is an enemy with Taunt or Provoke, the option to select
 +
  "All Enemies" does not become possible.
 +
- The enemy AI and Auto-Battle actor AI will NOT make use of the ability to
 +
  toggle between single and multiple target scopes. They will only use the
 +
  single target versions of these skills.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Critical-Related Notetags ===
+
<pre>
 +
<Disperse Damage>
  
The following notetags affect skill and item critical hit rates and the
+
- Used for: Skill, Item Notetags
critical damage multiplier.
+
- This will cause any damage dealt by this skill to be split equally amongst
 +
  all targets of the skill including repeats.
 +
  - For basic attacks, any damage reduction added attack trait totals will
 +
    by reverted.
 +
- This does NOT have to be used with <Single or Multiple Select> notetag and
 +
  can be used by itself for an "All" scope, making the skill/item deal less
 +
  damage if there's more enemies and more damage if there's less enemies.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Always Critical>
+
<Cannot Target User>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- This skill/item will always land a critical hit regardless of the
+
- This will cause the action to be unable to select the user as the target.
   user's CRI parameter value.
+
- This is not a targeting scope. Instead, it is used in addition to any
 +
  other targeting scopes out there.
 +
- When used with "All" scopes, the user is removed from the target pool.
 +
- This is also applied outside of battle.
 +
- If the user somehow enters the target pool, the user is then replaced by
 +
   a random ally found in the party.
 
</pre>
 
</pre>
 +
 +
---
 +
 +
=== JavaScript Notetag: Targeting-Related ===
  
 
---
 
---
  
 
<pre>
 
<pre>
<Set Critical Rate: x%>
+
<JS Targets>
 +
code
 +
code
 +
targets = [code];
 +
</JS Targets>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- This skill/item will always have a x% change to land a critical hit
+
- The 'targets' variable is an array that is returned to be used as a
   regardless of user's CRI parameter value.
+
   container for all the valid action targets.
- Replace 'x' with a percerntage value representing the success rate.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Damage-Related Notetags ===
<Modify Critical Rate: x%>
+
 
<Modify Critical Rate: +x%>
+
[[File:BattleCoreDmgStyles.png|400px]]
<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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Modify Critical Multiplier: x%>
+
<Damage Style: name>
<Modify Critical Multiplier: +x%>
 
<Modify Critical Multiplier: -x%>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- These notetags determine the damage multiplier when a critical hit lands.
+
- Replace 'name' with a Damage Style name to change the way calculations are
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
+
   made using the damage formula input box.
- The '+x%' and '-x%' notetag variants will change the multiplier with an
+
- Names can be found in Plugin Parameters => Damage Settings => Style List
   incremenetal rate for this skill/item.
 
 
</pre>
 
</pre>
  
Line 482: Line 584:
  
 
<pre>
 
<pre>
<Modify Critical Bonus Damage: x%>
+
<Armor Reduction: x>
<Modify Critical Bonus Damage: +x%>
+
<Armor Reduction: x%>
<Modify Critical Bonus Damage: -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
- Used for: Skill, Item Notetags
+
  reduction properties to 'x' and/or 'x%'.
- These notetags determine the bonus damage added when a critical hit lands.
+
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
- The 'x%' notetag variant multiply the damage to that exact percentage.
+
  when calculating one's own armor.
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
+
- Use the 'x' notetag variant to determine a flat reduction value.
  incremenetal rate for this skill/item.
+
- Use the 'x%' notetag variant to determine a percentile reduction value.
 
</pre>
 
</pre>
 
---
 
 
=== JavaScript Notetags: Critical-Related ===
 
 
The following are notetags made for users with JavaScript knowledge to
 
determine how critical hit-related aspects are calculated.
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Critical Rate>
+
<Armor Penetration: x>
code
+
<Armor Penetration: x%>
code
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
rate = code;
+
- If used on skills and/or items, sets the current skill/item's armor
</JS Critical Rate>
+
  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.
 +
</pre>
 +
 
 +
---
  
- Used for: Skill, Item Notetags
+
<pre>
- The 'rate' variable is the final returned amount to determine the
+
<Magic Reduction: x>
   critical hit success rate.
+
<Magic Reduction: x%>
- Replace 'code' with JavaScript code to determine the final 'rate' to be
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
   returned as the critical hit success rate.
+
- If used on skills and/or items, sets the current skill/item's armor
- The 'user' variable represents the one using the skill/item.
+
   reduction properties to 'x' and/or 'x%'.
- The 'target' variable represents the one receiving the skill/item hit.
+
- 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.
 
</pre>
 
</pre>
  
Line 521: Line 627:
  
 
<pre>
 
<pre>
<JS Critical Damage>
+
<Magic Penetration: x>
code
+
<Magic Penetration: x%>
code
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
multiplier = code;
+
- If used on skills and/or items, sets the current skill/item's armor
bonusDamage = code;
+
   penetration properties to 'x' and/or 'x%'.
</JS Critical Damage>
+
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
 
+
   properties when calculating a target's armor.
- Used for: Skill, Item Notetags
+
- This applies to magical attacks.
- The 'multiplier' variable is returned later and used as the damage
+
- Use the 'x' notetag variant to determine a flat penetration value.
   multiplier used to amplify the critical damage amount.
+
- Use the 'x%' notetag variant to determine a percentile penetration value.
- 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.
 
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Action Sequence-Related Notetags ===
+
<pre>
 +
<Bypass Damage Cap>
  
Action Sequences allow you full control over how a skill and/or item plays
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
through its course. These notetags give you control over various aspects of
+
- If used on skills and/or items, this will cause the action to never have
those Action Sequences. More information is found in the Action Sequences
+
  its damage capped.
help section.
+
- If used on trait objects, this will cause the affected unit to never have
 +
  its damage capped.
 
</pre>
 
</pre>
  
Line 552: Line 654:
  
 
<pre>
 
<pre>
<Custom Action Sequence>
+
<Damage Cap: x>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Removes all automated Action Sequence parts from the skill.
+
- If used on skills and/or items, this will declare the hard damage cap to
- Everything Action Sequence-related will be done by Common Events.
+
  be the 'x' value.
- Insert Common Event(s) into the skill/item's effects list to make use of
+
- If used on trait objects, this will raise the affect unit's hard damage
   the Custom Action Sequences.
+
   cap to 'x' value. If another trait object has a higher value, use that
- This will prevent common events from loading in the Item Scene and Skill
+
   value instead.
   Scene when used outside of battle.
 
 
</pre>
 
</pre>
  
Line 566: Line 667:
  
 
<pre>
 
<pre>
<Display Icon: x>
+
<Bypass Soft Damage Cap>
<Display Text: string>
 
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- When displaying the skill/item name in the Action Sequence, determine the
+
- If used on skills and/or items, this will cause the action to never have
   icon and/or text displayed.
+
   its damage scaled downward to the soft cap.
- Replace 'x' with a number value representing the icon ID to be displayed.
+
- If used on trait objects, this will cause the affected unit to never have
- Replace 'string' with a text value representing the displayed name.
+
  its damage scaled downward to the soft cap.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Animated Sideview Battler-Related Notetags ===
+
<pre>
 +
<Soft Damage Cap: +x%>
 +
<Soft Damage Cap: -x%>
  
[[File:BattleCoreSvEnemies.png|600px]]
+
- 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
Enemies can use Animated Sideview Actor graphics thanks to this plugin.
+
  soft cap by x% where 'x' is a percentage value representing the increment
These notetags give you control over that aspect. Some of these also affect
+
  changed by the hard cap value.
actors in addition to enemies.
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Sideview Battler: filename>
+
<Unblockable>
  
<Sideview Battlers>
+
- Used for: Skill, Item Notetags
filename: weight
+
- Using "Guard" against this skill will not reduce any damage.
filename: weight
+
</pre>
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:
+
=== Critical-Related Notetags ===
  
<Sideview Battlers>
+
The following notetags affect skill and item critical hit rates and the
Actor1_1: 25
+
critical damage multiplier.
Actor1_3: 10
 
Actor1_5
 
Actor1_7
 
</Sideview Battlers>
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Sideview Anchor: x, y>
+
<Always Critical>
  
- Used for: Actor, Enemy Notetags
+
- Used for: Skill, Item Notetags
- Sets the sprite anchor positions for the sideview sprite.
+
- This skill/item will always land a critical hit regardless of the
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
+
  user's CRI parameter value.
  the sideview sprite.
 
- By default, the x and y anchors are 0.5 and 1.0.
 
 
</pre>
 
</pre>
  
Line 635: Line 720:
  
 
<pre>
 
<pre>
<Sideview Show Shadow>
+
<Set Critical Rate: x%>
<Sideview Hide Shadow>
 
  
- Used for: Actor, Enemy Notetags
+
- Used for: Skill, Item Notetags
- Sets it so the sideview battler's shadow will be visible or hidden.
+
- 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.
 
</pre>
 
</pre>
  
Line 645: Line 731:
  
 
<pre>
 
<pre>
<Sideview Collapse>
+
<Modify Critical Rate: x%>
<Sideview No Collapse>
+
<Modify Critical Rate: +x%>
 +
<Modify Critical Rate: -x%>
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
+
- Modifies the user's CRI parameter calculation for this skill/item.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
+
- The 'x%' notetag variant will multiply the user's CRI parameter value
- No collapse graphic means the enemy's corpse will remain on the screen.
+
  for this skill/item.
 +
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease
 +
  the user's CRI parameter value for this skill/item.
 
</pre>
 
</pre>
  
Line 657: Line 746:
  
 
<pre>
 
<pre>
<Sideview Idle Motion: name>
+
<Modify Critical Multiplier: x%>
 +
<Modify Critical Multiplier: +x%>
 +
<Modify Critical Multiplier: -x%>
  
<Sideview Idle Motions>
+
- Used for: Skill, Item Notetags
name: weight
+
- These notetags determine the damage multiplier when a critical hit lands.
name: weight
+
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
name: weight
+
- The '+x%' and '-x%' notetag variants will change the multiplier with an
</Sideview Idle Motions>
+
  incremenetal rate for this skill/item.
 +
</pre>
  
- 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:
+
<pre>
 +
<Modify Critical Bonus Damage: x%>
 +
<Modify Critical Bonus Damage: +x%>
 +
<Modify Critical Bonus Damage: -x%>
  
<Sideview Idle Motions>
+
- Used for: Skill, Item Notetags
walk: 25
+
- These notetags determine the bonus damage added when a critical hit lands.
wait: 50
+
- The 'x%' notetag variant multiply the damage to that exact percentage.
guard
+
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
victory
+
  incremenetal rate for this skill/item.
abnormal
 
</Sideview Idle Motions>
 
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== JavaScript Notetags: Critical-Related ===
<Sideview Size: width, height>
 
  
- Used for: Enemy Notetags
+
The following are notetags made for users with JavaScript knowledge to
- When using a sideview battler, its weight and height will default to the
+
determine how critical hit-related aspects are calculated.
  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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Sideview Weapon: weapontype>
+
<JS Critical Rate>
 
+
  code
<Sideview Weapons>
+
  code
  weapontype: weight
+
  rate = code;
  weapontype: weight
+
</JS Critical Rate>
  weapontype: weight
 
</Sideview Weapons>
 
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- Give your sideview enemies weapons to use.
+
- The 'rate' variable is the final returned amount to determine the
- Replace 'weapontype' with the name of the weapon type found under the
+
   critical hit success rate.
   Database => Types => Weapon Types list (without text codes).
+
- Replace 'code' with JavaScript code to determine the final 'rate' to be
- If the multiple notetag vaiant is used, then a random weapon type is
+
   returned as the critical hit success rate.
   selected from the list upon the enemy's creation.
+
- The 'user' variable represents the one using the skill/item.
- Replace 'weight' with a number value representing how often the weapontype
+
- The 'target' variable represents the one receiving the skill/item hit.
  would come up. The higher the weight, the more often. You may omit this
+
</pre>
  and the colon(:) and just type in the 'weapontype' instead.
 
- Add/remove lines as you see fit.
 
  
Example:
+
---
 +
 
 +
<pre>
 +
<JS Critical Damage>
 +
code
 +
code
 +
multiplier = code;
 +
bonusDamage = code;
 +
</JS Critical Damage>
  
<Sideview Weapons>
+
- Used for: Skill, Item Notetags
Dagger: 25
+
- The 'multiplier' variable is returned later and used as the damage
Sword: 25
+
  multiplier used to amplify the critical damage amount.
Axe
+
- The 'bonusDamage' variable is returned later and used as extra added
</Sideview Weapons>
+
  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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Life Steal-Related Notetags ===
<traitname Sideview Battler: filename>
 
  
<traitname Sideview Battlers>
+
[[File:BattleCore_Update123_Preview1.png|600px]]
filename: weight
+
 
filename: weight
+
---
filename: weight
 
</traitname Sideview Battlers>
 
  
- Used for: Enemy Notetags
+
<pre>
- Requires VisuMZ_1_ElementStatusCore
+
<HP Life Steal: x%>
- Allows certain Trait Sets to cause battlers to have a unique appearance.
+
<MP Life Steal: x%>
- 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:
+
- Used for: Skill, Item Notetags
 +
- Causes this skill/item to have Life Steal properties, allowing the user to
 +
  take x% of the HP/MP Damage as recovered HP/MP.
 +
  - HP Life Steal can only take HP from dealt HP damage.
 +
  - MP Life Steal can only take MP from dealt MP damage.
 +
- Replace 'x' with a number representing the percentage of the dealt damage
 +
  used as HP/MP recovery.
 +
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal
 +
  is a different mechanic from HP Drain/MP Drain.
 +
</pre>
  
<Male Sideview Battlers>
+
---
Actor1_1: 25
+
 
Actor1_3: 10
+
<pre>
Actor1_5
+
<HP Life Steal Certain Hit: +x%>
Actor1_7
+
<HP Life Steal Physical Hit: +x%>
</Male Sideview Battlers>
+
<HP Life Steal Magical Hit: +x%>
 +
 
 +
<HP Life Steal Certain Hit: -x%>
 +
<HP Life Steal Physical Hit: -x%>
 +
<HP Life Steal Magical Hit: -x%>
 +
 
 +
<MP Life Steal Certain Hit: +x%>
 +
<MP Life Steal Physical Hit: +x%>
 +
<MP Life Steal Magical Hit: +x%>
 +
 
 +
<MP Life Steal Certain Hit: -x%>
 +
<MP Life Steal Physical Hit: -x%>
 +
<MP Life Steal Magical Hit: -x%>
  
<Female Sideview Battlers>
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
Actor1_2: 25
+
- The related battler's various trait properties can have passive life steal
Actor1_4: 10
+
  properties that will trigger upon using skills/items with matching hit
Actor1_6
+
  types regardless of whether or not the skill/item innately has Life Steal.
Actor1_8
+
  - Notetag variants with "Certain Hit" will only trigger from "Certain Hit"
</Female Sideview Battlers>
+
    skill and item types. Same with "Physical" and "Magical" variants.
 +
  - HP Life Steal can only take HP from dealt HP damage.
 +
  - MP Life Steal can only take HP from dealt MP damage.
 +
- Replace 'x' with a number representing the additive stacking percentage
 +
  boost of the dealt damage used as HP/MP recovery. The effects will stack
 +
  additively with other trait objects.
 +
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal
 +
  is a different mechanic from HP Drain/MP Drain.
 
</pre>
 
</pre>
  
Line 777: Line 877:
  
 
<pre>
 
<pre>
<traitname Sideview Idle Motion: name>
+
<Cancel Life Steal>
 +
 
 +
<Cancel HP Life Steal>
 +
<Cancel MP Life Steal>
  
<traitname Sideview Idle Motions>
+
- Used for: Skill, Item Notetags
name: weight
+
- Prevents this skill from allowing Life Steal effects to occur including
name: weight
+
  the passive life steal calculators from the skill/item user.
name: weight
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
</traitname Sideview Idle Motions>
+
  from HP Drain/MP Drain.
 +
</pre>
  
- 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:
+
<pre>
 +
<Guard Life Steal>
  
<Jolly Sideview Idle Motions>
+
<Guard HP Life Steal>
wait: 25
+
<Guard MP Life Steal>
victory: 10
 
walk
 
</Jolly Sideview Idle Motions>
 
  
<Serious Sideview Idle Motions>
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
walk: 25
+
- If the related battler becomes the target of Life Steal, this will prevent
guard: 10
+
  the Life Steal effects from taking effect.
wait
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
</Jolly Sideview Idle Motions>
+
  from HP Drain/MP Drain.
 
</pre>
 
</pre>
  
Line 817: Line 907:
  
 
<pre>
 
<pre>
<traitname Sideview Weapon: weapontype>
+
<Disarm Life Steal>
 +
 
 +
<Disarm HP Life Steal>
 +
<Disarm MP Life Steal>
  
<traitname Sideview Weapons>
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
weapontype: weight
+
- Makes the related battler unable to HP/MP Life Steal regardless of the
weapontype: weight
+
  skill/item and its related properties like equipment.
weapontype: weight
+
- This does not prevent skills/items with innate Life Steal from being used.
</traitname Sideview Weapons>
+
  Only the Life Steal part of the skill/item will have no effect.
 +
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
 +
  from HP Drain/MP Drain.
 +
</pre>
  
- 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:
+
<pre>
 +
<Negative Life Steal>
  
<Male Sideview Weapons>
+
<Negative HP Life Steal>
Dagger: 25
+
<Negative MP Life Steal>
Sword: 25
 
Axe
 
</Male Sideview Weapons>
 
  
<Female Sideview Weapons>
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
Dagger: 25
+
- If the related battler becomes the target of Life Steal, this will invert
Spear: 25
+
  the healing properties of Life Steal, causing the Life Steal user to
Cane
+
  instead take HP/MP damage.
</Female Sideview Weapons>
+
  - This does NOT heal the target related battler.
</pre>
+
- This does not prevent skills/items with innate Life Steal from being used.
 +
  Only the Life Steal part of the skill/item will have no effect.
 +
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
 +
  from HP Drain/MP Drain.
 +
</pre>
  
 
---
 
---
  
=== Enemy-Related Notetags ===
+
=== Action Sequence-Related Notetags ===
  
---
+
[[File:BattleCoreActSeq.png|400px]]
  
<pre>
+
Action Sequences allow you full control over how a skill and/or item plays
<Battler Sprite Cannot Move>
+
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.
  
- Used for: Enemy Notetags
+
---
- Prevents the enemy from being able to move, jump, and/or float due to
 
  Action Sequences. Useful for rooted enemies.
 
</pre>
 
  
---
+
[[File:BattleCorePentaSlash.gif]]
  
 
<pre>
 
<pre>
<Swap Enemies>
+
<Custom Action Sequence>
name: weight
+
 
name: weight
+
- Used for: Skill, Item Notetags
name: weight
+
- Removes all automated Action Sequence parts from the skill.
</Swap Enemies>
+
- 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.
 +
</pre>
  
- 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:
+
<pre>
 +
<Auto Action Sequence>
  
<Swap Enemies>
+
- Used for: Skill, Item Notetags
Bat: 50
+
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
Slime: 25
+
  plugin will prevent custom action sequences from happening for the skill
Orc
+
  or item, and instead, use an Automatic Action Sequence instead.
Minotaur
+
- Ignore this if you have "Auto Notetag" disabled or set to false. By
</Swap Enemies>
+
  default, this setting is set to false. Please be aware of the changes
 +
  you've made to your game before using it.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== JavaScript Notetags: Mechanics-Related ===
+
<pre>
 +
<Bypass Auto Action Sequence>
  
These JavaScript notetags allow you to run code at specific instances during
+
- Used for: Skill, Item Notetags
battle provided that the unit has that code associated with them in a trait
+
- This notetag is used for the game devs that have the Action Sequence
object (actor, class, weapon, armor, enemy, or state). How you use these is
+
  Plugin Parameter "Auto Notetag" on for applying <Custom Action Sequence>
entirely up to you and will depend on your ability to understand the code
+
  to everything.
used and driven for each case.
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Pre-Start Battle>
+
<Common Event: name>
code
+
 
code
+
- Used for: Skill, Item Notetags
code
+
- Battle only: calls forth a Common Event of a matching name.
</JS Pre-Start Battle>
+
- 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.
 +
</pre>
  
<JS Post-Start Battle>
+
---
code
+
 
code
+
<pre>
code
+
<Display Icon: x>
</JS Post-Start Battle>
+
<Display Text: string>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Skill, Item Notetags
- Runs JavaScript code at the start of battle aimed at the function:
+
- When displaying the skill/item name in the Action Sequence, determine the
  BattleManager.startBattle()
+
   icon and/or text displayed.
  - 'Pre' runs before the function runs.
+
- Replace 'x' with a number value representing the icon ID to be displayed.
   - 'Post' runs after the function runs.
+
- Replace 'string' with a text value representing the displayed name.
- Replace 'code' with JavaScript code to run desired effects.
 
- The 'user' variable represents the one affected by the trait object.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:BattleCore_CommonEventKeys.png]]
  
 
<pre>
 
<pre>
<JS Pre-Start Turn>
+
<Common Event Key: name>
  code
+
<Common Event Keys: name, name, name>
  code
+
 
  code
+
<Common Event Keys>
</JS Pre-Start Turn>
+
  key
 +
  key
 +
  key
 +
</Common Event Keys>
  
<JS Post-Start Turn>
+
- Used for: Skill, Item Notetags
code
+
- Will generate Common Events for the skill/item with a corresponding key.
code
+
- Replace 'name' with the name of the Common Event's key that you want to
code
+
  reference. That key will be converted into a Common Event effect for the
</JS Post-Start Turn>
+
   skill/item and be treated as an action sequence.
 
+
   - The notetag variants that use multiple keys will have the keys added in
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
    the order they are listed.
- Runs JavaScript code at the start of a turn aimed at the function:
+
   - If keys do not reference any Common Events, no Common Events will be
   BattleManager.startTurn()
+
    added for that key.
   - 'Pre' runs before the function runs.
+
- To mark a Common Event with a key, insert inside a Common Event's name the
   - 'Post' runs after the function runs.
+
  [ and ] brackets around the text that will be used as the Common Event's
- Replace 'code' with JavaScript code to run desired effects.
+
  key text.
- The 'user' variable represents the one affected by the trait object.
+
  - 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Animated Sideview Battler-Related Notetags ===
<JS Pre-Start Action>
+
 
code
+
[[File:BattleCoreSvEnemies.png|600px]]
code
 
code
 
</JS Pre-Start Action>
 
  
<JS Post-Start Action>
+
Enemies can use Animated Sideview Actor graphics thanks to this plugin.
code
+
These notetags give you control over that aspect. Some of these also affect
code
+
actors in addition to enemies.
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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Pre-Apply>
+
<Sideview Battler: filename>
code
 
code
 
code
 
</JS Pre-Apply>
 
  
- Used for: Skill, Item Notetags
+
<Sideview Battlers>
- Runs JavaScript code at the start of an action hit aimed at the function:
+
filename: weight
  Game_Action.prototype.apply()
+
filename: weight
  - 'Pre' runs before the function runs.
+
filename: weight
- If used on skills and/or items, this will only apply to the skill/item
+
</Sideview Battlers>
  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.
 
</pre>
 
  
---
+
- 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>
 +
</pre>
 +
 
 +
---
  
 
<pre>
 
<pre>
<JS Pre-Apply as User>
+
<Sideview Anchor: x, y>
code
 
code
 
code
 
</JS Pre-Apply as User>
 
  
<JS Pre-Apply as Target>
+
- Used for: Actor, Enemy Notetags
code
+
- Sets the sprite anchor positions for the sideview sprite.
code
+
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
code
+
   the sideview sprite.
</JS Pre-Apply as Target>
+
- By default, the x and y anchors are 0.5 and 1.0.
 
 
- 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.
 
 
</pre>
 
</pre>
  
Line 1,037: Line 1,124:
  
 
<pre>
 
<pre>
<JS Pre-Damage>
+
<Sideview Home Offset: +x, +y>
code
+
<Sideview Home Offset: -x, -y>
code
+
 
  code
+
- Used for: Actor, Class, Weapon, Armor, State Notetags
</JS Pre-Damage>
+
- 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
 +
</pre>
  
- Used for: Skill, Item Notetags
+
---
- Runs JavaScript code before damage is dealt aimed at the function:
+
 
  Game_Action.prototype.executeDamage()
+
<pre>
  - 'Pre' runs before the function runs.
+
<Sideview Weapon Offset: +x, +y>
- If used on skills and/or items, this will only apply to the skill/item
+
<Sideview Weapon Offset: -x, -y>
  being used and does not affect other skills and items.
+
 
- Replace 'code' with JavaScript code to run desired effects.
+
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
- The 'user' variable represents the one using the skill/item.
+
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
- The 'target' variable represents the one receiving the skill/item hit.
+
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
 +
  coordinates by. For '0' values, use +0 or -0.
 
</pre>
 
</pre>
  
Line 1,057: Line 1,150:
  
 
<pre>
 
<pre>
<JS Pre-Damage as User>
+
<Sideview Show Shadow>
code
+
<Sideview Hide Shadow>
code
 
code
 
</JS Pre-Damage as User>
 
  
<JS Pre-Damage as Target>
+
- Used for: Actor, Enemy Notetags
code
+
- Sets it so the sideview battler's shadow will be visible or hidden.
code
+
</pre>
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>
  - 'Pre' runs before the function runs.
+
<Sideview Shadow Scale: x%>
- If used on trait objects, this will apply to any skills/items used as long
+
<Sideview Shadow Scale: x.y>
  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
+
- Used for: Actor, Enemy Notetags
  response to the action from the action user end.
+
- Adjusts the scaling size of the sideview battler's shadow.
- If the 'as Target' notetag variant is used, this code will be run as a
+
- This affects both the X and Y scale.
  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.
 
 
</pre>
 
</pre>
  
Line 1,087: Line 1,171:
  
 
<pre>
 
<pre>
<JS Post-Damage>
+
<Sideview Shadow Scale X: x%>
code
+
<Sideview Shadow Scale X: x.y>
code
+
 
code
+
<Sideview Shadow Scale Y: x%>
</JS Post-Damage>
+
<Sideview Shadow Scale Y: x.y>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Enemy Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
+
- Adjusts the scaling size of the sideview battler's shadow.
  Game_Action.prototype.executeDamage()
+
- These affect their respective X and Y scales separately.
  - '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.
 
 
</pre>
 
</pre>
  
Line 1,107: Line 1,185:
  
 
<pre>
 
<pre>
<JS Post-Damage as User>
+
<Sideview Collapse>
code
+
<Sideview No Collapse>
code
 
code
 
</JS Post-Damage as User>
 
  
<JS Post-Damage as Target>
+
- Used for: Enemy Notetags
code
+
- Either shows the collapse graphic or does not show the collapse graphic.
code
+
- Collapse graphic means the enemy will 'fade away' once it's defeated.
code
+
- No collapse graphic means the enemy's corpse will remain on the screen.
</JS Post-Damage as Target>
+
</pre>
  
- 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.
 
</pre>
 
 
 
---
 
  
 
<pre>
 
<pre>
<JS Post-Apply>
+
<Sideview Idle Motion: name>
code
 
code
 
code
 
</JS Post-Apply>
 
  
- Used for: Skill, Item Notetags
+
<Sideview Idle Motions>
- Runs JavaScript code at the end of an action hit aimed at the function:
+
name: weight
   Game_Action.prototype.apply()
+
name: weight
  - 'Post' runs after the function runs.
+
name: weight
- If used on skills and/or items, this will only apply to the skill/item
+
</Sideview Idle Motions>
   being used and does not affect other skills and items.
+
 
- Replace 'code' with JavaScript code to run desired effects.
+
- Used for: Enemy Notetags
- The 'user' variable represents the one using the skill/item.
+
- Changes the default idle motion for the enemy.
- The 'target' variable represents the one receiving the skill/item hit.
+
- Replace 'name' with any of the following motion names:
</pre>
+
   - '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:
  
<pre>
+
<Sideview Idle Motions>
<JS Post-Apply as User>
+
walk: 25
  code
+
wait: 50
  code
+
  guard
  code
+
  victory
</JS Post-Apply as User>
+
  abnormal
 +
</Sideview Idle Motions>
 +
</pre>
 +
 
 +
---
  
<JS Post-Apply as Target>
+
<pre>
code
+
<Sideview Size: width, height>
code
 
code
 
</JS Post-Apply as Target>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code at the end of an action hit aimed at the function:
+
- When using a sideview battler, its width and height will default to the
   Game_Action.prototype.apply()
+
   setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
  - 'Post' runs after the function runs.
+
- This notetag lets you change that value to something else.
- If used on trait objects, this will apply to any skills/items used as long
+
- Replace 'width' and 'height' with numbers representing how many pixels
  as the unit affected by the trait object has access to the trait object.
+
   wide/tall the sprite will be treated as.
- If the 'as User' notetag variant is used, this code will be run as a
+
- This does NOT change the image size. This only changes the HITBOX size.
   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.
 
 
</pre>
 
</pre>
  
Line 1,185: Line 1,246:
  
 
<pre>
 
<pre>
<JS Pre-End Action>
+
<Sideview Weapon: weapontype>
code
 
code
 
code
 
</JS Pre-End Action>
 
  
<JS Post-End Action>
+
<Sideview Weapons>
  code
+
weapontype: weight
  code
+
weapontype: weight
  code
+
weapontype: weight
</JS Post-End Action>
+
</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>
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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>
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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>
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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>
 +
</pre>
 +
 
 +
---
 +
 
 +
=== Enemy-Related Notetags ===
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
[[File:BattleCoreSwap.png|600px]]
 +
 
 +
<pre>
 +
<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>
 +
</pre>
 +
 
 +
---
 +
 
 +
=== 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.
 +
 
 +
---
 +
 
 +
<pre>
 +
<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
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of an action aimed at the function:
+
- Runs JavaScript code at the start of battle aimed at the function:
   BattleManager.endAction()
+
  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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 
   - 'Pre' runs before the function runs.
 
   - 'Post' runs after 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.
 
- Replace 'code' with JavaScript code to run desired effects.
 
- The 'user' variable represents the one affected by the trait object.
 
- The 'user' variable represents the one affected by the trait object.
Line 1,210: Line 1,889:
 
---
 
---
  
<pre>
+
=== Battle Layout-Related Notetags ===
<JS Pre-End Turn>
 
code
 
code
 
code
 
</JS Pre-End Turn>
 
  
<JS Post-End Turn>
+
[[File:BattleCoreBattleStyleBorder.png|600px]]
code
 
code
 
code
 
</JS Post-End Turn>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
These tags will change the battle layout for a troop regardless of how the
- Runs JavaScript code at the end of a turn aimed at the function:
+
plugin parameters are set up normally. Insert these tags in either the
  Game_Battler.prototype.onTurnEnd()
+
noteboxes of maps or the names of troops for them to take effect. If both
  - 'Pre' runs before the function runs.
+
are present for a specific battle, then priority goes to the setting found
  - 'Post' runs after the function runs.
+
in the troop name.
- Replace 'code' with JavaScript code to run desired effects.
 
- The 'user' variable represents the one affected by the trait object.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Pre-Regenerate Turn>
+
<Layout: type>
code
+
<Battle Layout: type>
code
 
code
 
</JS Pre-Regenerate Turn>
 
 
 
<JS Post-Regenerate Turn>
 
code
 
code
 
code
 
</JS Post-Regenerate Turn>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:
+
- Changes the battle layout style used for this specific map or battle.
  Game_Battler.prototype.regenerateAll()
+
- Replace 'type' with 'default', 'list', 'xp', 'portrait', or 'border'.
  - 'Pre' runs before the function runs.
+
- Those with VisuMZ_3_FrontviewBattleUI can use 'frontview'.
  - 'Post' runs after the function runs.
+
- Those with VisuMZ_3_SideviewBattleUI can use 'sideview'.
- Replace 'code' with JavaScript code to run desired effects.
+
- If using Troop Comment Tags, then as long as the tag appears in a comment
- The 'user' variable represents the one affected by the trait object.
+
  found on any of the Troop's pages (even if they don't run), the tag will
 +
  be considered in effect.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Troop Size Tags ===
<JS Battle Victory>
 
code
 
code
 
code
 
</JS Battle Victory>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
[[File:BattleCore_ExtTroop.png|600px]]
- 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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Escape Success>
+
<Extend: x>
code
+
<Extend: x, x, x>
code
 
code
 
</JS Escape Success>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Troop Name Tags and Troop Comment Tags
- Runs JavaScript code when escaping succeeds aimed at the function:
+
- Adds enemies from another troop to the current troop.
  BattleManager.onEscapeSuccess()
+
- Enemies from another troop will retain their database positions.
- Replace 'code' with JavaScript code to run desired effects.
+
- Replace 'x' with the ID of the database troop entry you wish to add enemy
- The 'user' variable represents the one affected by the trait object.
+
  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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Troop Comment Tags ===
<JS Escape Failure>
 
code
 
code
 
code
 
</JS Escape Failure>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
Place these tags inside of a comment found in a troop page's event list.
- 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.
 
</pre>
 
  
 
---
 
---
  
<pre>
+
[[File:BattleCore_OnceParallelWhenStartBattle.png|600px]]
<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.
 
</pre>
 
 
 
---
 
  
 
<pre>
 
<pre>
<JS Pre-End Battle>
+
<Once Parallel When Start Battle>
code
 
code
 
code
 
</JS Pre-End Battle>
 
  
<JS Post-End Battle>
+
- Used for: Troop Page Comment Tags
code
+
- Causes the troop page to immediately load the moment the battle scene
code
+
   begins to fade in (not after it fades in). This is faster than a turn 0
code
+
   condition troop page. Troop page conditions are ignored.
</JS Post-End Battle>
+
- 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
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
  order to provide a near seamless battle transition experience.
- Runs JavaScript code when the battle is over aimed at the function:
+
- This does NOT trigger when coming out of the options menu or party menu.
   BattleManager.endBattle()
+
- This WILL trigger when going from battle to battle nonstop via plugins
   - 'Pre' runs before the function runs.
+
  like VisuStella MZ's Chain Battles.
  - 'Post' runs after the function runs.
+
- When actors are moving towards their home positions, it will take around
- Replace 'code' with JavaScript code to run desired effects.
+
  30 frames by default. Use this information however you like.
- The 'user' variable represents the one affected by the trait object.
 
 
</pre>
 
</pre>
  
 
---
 
---

Latest revision as of 16:20, 24 March 2024


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

HP Gauge-Related Notetags

BattleCoreHpGauge.png

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

---

<Show HP Gauge>

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

---

<Hide HP Gauge>

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

---

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

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

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

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

---

Animation-Related Notetags

BattleCoreCastAni.gif

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

---

<Slip Animation: x>

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

---

<Cast Animation: x>

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

---

<Attack Animation: x>

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

---

Battleback-Related Notetags

BattleCoreBattleBack.png

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

---

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

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

---

Battle Command-Related Notetags

BattleCoreBattleCommands.png

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

---

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

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

---

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

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

- Attack
  - Adds the basic attack command.

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

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

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

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

- Guard
  - Adds the basic guard command.

- Item
  - Adds the basic item command.

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

- Escape
  - Adds the escape command.

- Auto Battle
  - Adds the auto battle command.

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

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

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

Example:

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

---

<Command Text: x>

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

---

<Command Icon: x>

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

---

<Command Require Learn>

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

---

<Command Require Access>

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

---

<Command Show Switch: x>

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

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

---

<Command Hide Switch: x>

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

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

---

<Battle Portrait: filename>

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

---

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

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

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

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

---

JavaScript Notetag: Battle Command-Related

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

---

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

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

---

Targeting-Related Notetags

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

---

<Always Hit>

<Always Hit Rate: x%>

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

---

<Repeat Hits: x>

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

---

<Target: x Random Any>

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

---

<Target: x Random Enemies>

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

---

<Target: x Random Allies>

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

---

<Target: All Allies But User>

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

---

<Target: Ally or Enemy>

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

---

<Target: Enemy or Ally>

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

---

<Single or Multiple Select>

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

---

<Disperse Damage>

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

---

<Cannot Target User>

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

---

JavaScript Notetag: Targeting-Related

---

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

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

---

Damage-Related Notetags

BattleCoreDmgStyles.png

---

<Damage Style: name>

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

---

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

---

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

---

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

---

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

---

<Bypass Damage Cap>

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

---

<Damage Cap: x>

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

---

<Bypass Soft Damage Cap>

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

---

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

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

---

<Unblockable>

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

---

Critical-Related Notetags

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

---

<Always Critical>

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

---

<Set Critical Rate: x%>

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

---

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

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

---

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

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

---

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

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

---

JavaScript Notetags: Critical-Related

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

---

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

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

---

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

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

---

Life Steal-Related Notetags

BattleCore Update123 Preview1.png

---

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

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

---

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

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

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

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

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

---

<Cancel Life Steal>

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

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

---

<Guard Life Steal>

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

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

---

<Disarm Life Steal>

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

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

---

<Negative Life Steal>

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

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

---

Action Sequence-Related Notetags

BattleCoreActSeq.png

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

---

BattleCorePentaSlash.gif

<Custom Action Sequence>

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

---

<Auto Action Sequence>

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

---

<Bypass Auto Action Sequence>

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

---

<Common Event: name>

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

---

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

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

---

BattleCore CommonEventKeys.png

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

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

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

---

Animated Sideview Battler-Related Notetags

BattleCoreSvEnemies.png

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

---

<Sideview Battler: filename>

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

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

Example:

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

---

<Sideview Anchor: x, y>

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

---

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

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

---

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

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

---

<Sideview Show Shadow>
<Sideview Hide Shadow>

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

---

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

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

---

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

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

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

---

<Sideview Collapse>
<Sideview No Collapse>

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

---

<Sideview Idle Motion: name>

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

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

Example:

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

---

<Sideview Size: width, height>

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

---

<Sideview Weapon: weapontype>

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

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

Example:

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

---

<traitname Sideview Battler: filename>

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

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

Examples:

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

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

---

<traitname Sideview Idle Motion: name>

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

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

Examples:

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

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

---

<traitname Sideview Weapon: weapontype>

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

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

Examples:

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

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

---

Enemy-Related Notetags

---

<Battler Sprite Cannot Move>

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

---

BattleCoreSwap.png

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

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

Example:

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

---

JavaScript Notetags: Mechanics-Related

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

---

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

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

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

---

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

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

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

---

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

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

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

---

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

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

---

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

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

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

---

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

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

---

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

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

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

---

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

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

---

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

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

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

---

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

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

---

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

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

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

---

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

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

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

---

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

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

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

---

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

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

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

---

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

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

---

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

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

---

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

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

---

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

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

---

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

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

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

---

Battle Layout-Related Notetags

BattleCoreBattleStyleBorder.png

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

---

<Layout: type>
<Battle Layout: type>

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

---

Troop Size Tags

BattleCore ExtTroop.png

---

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

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

---

Troop Comment Tags

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

---

BattleCore OnceParallelWhenStartBattle.png

<Once Parallel When Start Battle>

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

---