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

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(JavaScript Notetags: Mechanics-Related)
(Life Steal-Related Notetags)
 
(25 intermediate revisions by 2 users not shown)
Line 157: Line 157:
 
  Escape
 
  Escape
 
  Auto Battle
 
  Auto Battle
 +
Combat Log
 +
Talk
 +
Weapon Swap
 
</Battle Commands>
 
</Battle Commands>
  
Line 201: 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 238: Line 253:
 
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command
 
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command
 
   window to represent the skill.
 
   window to represent the skill.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<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.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<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.
 
</pre>
 
</pre>
  
Line 288: Line 327:
 
   extension from the notetag.
 
   extension from the notetag.
 
- This will override any menu images used for battle only.
 
- This will override any menu images used for battle only.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<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.
 
</pre>
 
</pre>
  
Line 353: Line 413:
 
- Makes the skill pick 'x' random targets when used.
 
- Makes the skill pick 'x' random targets when used.
 
- Targets can be both actors and enemies.
 
- 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.
 
- Replace 'x' with a number value representing the number of random targets.
 
</pre>
 
</pre>
Line 364: Line 426:
 
- Makes the skill pick 'x' random targets when used.
 
- Makes the skill pick 'x' random targets when used.
 
- Targets are only enemies.
 
- 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.
 
- Replace 'x' with a number value representing the number of random targets.
 
</pre>
 
</pre>
Line 375: Line 439:
 
- Makes the skill pick 'x' random targets when used.
 
- Makes the skill pick 'x' random targets when used.
 
- Targets are only actors.
 
- 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.
 
- Replace 'x' with a number value representing the number of random targets.
 
</pre>
 
</pre>
Line 384: Line 450:
  
 
- Used for: Skill, Item Notetags
 
- 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.
 
- Targets all allies with the exception of the user.
 
</pre>
 
</pre>
Line 389: Line 457:
 
---
 
---
  
=== JavaScript Notetag: Targeting-Related ===
+
<pre>
 +
<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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Targets>
+
<Target: Enemy or Ally>
code
 
code
 
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
+
- Allows the player to target enemies or allies with the skill/item.
  container for all the valid action targets.
+
  - Keep in mind this does NOT allow you to select dead party members.
- Replace 'code' with JavaScript code to determine valid targets.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Damage-Related Notetags ===
+
<pre>
 +
<Single or Multiple Select>
  
[[File:BattleCoreDmgStyles.png|400px]]
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Damage Style: name>
+
<Disperse Damage>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Replace 'name' with a Damage Style name to change the way calculations are
+
- This will cause any damage dealt by this skill to be split equally amongst
   made using the damage formula input box.
+
  all targets of the skill including repeats.
- Names can be found in Plugin Parameters => Damage Settings => Style List
+
   - 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>
  
Line 426: Line 531:
  
 
<pre>
 
<pre>
<Armor Reduction: x>
+
<Cannot Target User>
<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
+
- This will cause the action to be unable to select the user as the target.
  reduction properties to 'x' and/or 'x%'.
+
- This is not a targeting scope. Instead, it is used in addition to any
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
+
   other targeting scopes out there.
   when calculating one's own armor.
+
- When used with "All" scopes, the user is removed from the target pool.
- Use the 'x' notetag variant to determine a flat reduction value.
+
- This is also applied outside of battle.
- Use the 'x%' notetag variant to determine a percentile reduction value.
+
- If the user somehow enters the target pool, the user is then replaced by
 +
  a random ally found in the party.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== JavaScript Notetag: Targeting-Related ===
<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.
 
</pre>
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Magic Reduction: x>
+
<JS Targets>
<Magic Reduction: x%>
+
code
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
code
- If used on skills and/or items, sets the current skill/item's armor
+
targets = [code];
   reduction properties to 'x' and/or 'x%'.
+
</JS Targets>
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
+
 
   when calculating one's own armor.
+
- Used for: Skill, Item Notetags
- This applies to magical attacks.
+
- The 'targets' variable is an array that is returned to be used as a
- Use the 'x' notetag variant to determine a flat reduction value.
+
   container for all the valid action targets.
- Use the 'x%' notetag variant to determine a percentile reduction value.
+
- 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>
 +
 +
---
 +
 +
=== Damage-Related Notetags ===
 +
 +
[[File:BattleCoreDmgStyles.png|400px]]
  
 
---
 
---
  
 
<pre>
 
<pre>
<Magic Penetration: x>
+
<Damage Style: name>
<Magic 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
+
- Replace 'name' with a Damage Style name to change the way calculations are
  penetration properties to 'x' and/or 'x%'.
+
  made using the damage formula input box.
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
+
- Names can be found in Plugin Parameters => Damage Settings => Style List
  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.
 
 
</pre>
 
</pre>
  
Line 484: Line 584:
  
 
<pre>
 
<pre>
<Bypass Damage Cap>
+
<Armor Reduction: x>
 
+
<Armor Reduction: x%>
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 
- 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
+
- If used on skills and/or items, sets the current skill/item's armor
   its damage capped.
+
   reduction properties to 'x' and/or 'x%'.
- If used on trait objects, this will cause the affected unit to never have
+
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  its damage capped.
+
  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.
 
</pre>
 
</pre>
  
Line 496: Line 598:
  
 
<pre>
 
<pre>
<Damage Cap: x>
+
<Armor Penetration: x>
 
+
<Armor Penetration: x%>
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 
- 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
+
- If used on skills and/or items, sets the current skill/item's armor
   be the 'x' value.
+
   penetration properties to 'x' and/or 'x%'.
- If used on trait objects, this will raise the affect unit's hard damage
+
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
  cap to 'x' value. If another trait object has a higher value, use that
+
  properties when calculating a target's armor.
  value instead.
+
- Use the 'x' notetag variant to determine a flat penetration value.
 +
- Use the 'x%' notetag variant to determine a percentile penetration value.
 
</pre>
 
</pre>
  
Line 509: Line 612:
  
 
<pre>
 
<pre>
<Bypass Soft Damage Cap>
+
<Magic Reduction: x>
 
+
<Magic Reduction: x%>
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 
- 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
+
- If used on skills and/or items, sets the current skill/item's armor
   its damage scaled downward to the soft cap.
+
   reduction properties to 'x' and/or 'x%'.
- If used on trait objects, this will cause the affected unit to never have
+
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties
  its damage scaled downward to the soft cap.
+
  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>
<Soft Damage Cap: +x%>
+
<Magic Penetration: x>
<Soft Damage Cap: -x%>
+
<Magic Penetration: x%>
 
 
 
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 
- 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
+
- If used on skills and/or items, sets the current skill/item's armor
   soft cap by x% where 'x' is a percentage value representing the increment
+
   penetration properties to 'x' and/or 'x%'.
  changed by the hard cap value.
+
- If used on trait objects, adds 'x' and/or 'x%' armor penetration
- If used on trait objects, this will raise the affect unit's soft damage
+
  properties when calculating a target's armor.
  limit by x% where 'x' is a percentage value representing the increment
+
- This applies to magical attacks.
  changed by the hard cap value.
+
- Use the 'x' notetag variant to determine a flat penetration value.
 +
- Use the 'x%' notetag variant to determine a percentile penetration value.
 
</pre>
 
</pre>
  
Line 536: Line 642:
  
 
<pre>
 
<pre>
<Unblockable>
+
<Bypass Damage Cap>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Using "Guard" against this skill will not reduce any damage.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Critical-Related Notetags ===
+
<pre>
 +
<Damage Cap: x>
  
The following notetags affect skill and item critical hit rates and the
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
critical damage multiplier.
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Always Critical>
+
<Bypass Soft Damage Cap>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- This skill/item will always land a critical hit regardless of the
+
- If used on skills and/or items, this will cause the action to never have
   user's CRI parameter value.
+
  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.
 
</pre>
 
</pre>
  
Line 562: Line 679:
  
 
<pre>
 
<pre>
<Set Critical Rate: x%>
+
<Soft Damage Cap: +x%>
 +
<Soft Damage Cap: -x%>
  
- Used for: Skill, Item Notetags
+
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- This skill/item will always have a x% change to land a critical hit
+
- If used on skills and/or items, this will increase/decrease the action's
   regardless of user's CRI parameter value.
+
  soft cap by x% where 'x' is a percentage value representing the increment
- Replace 'x' with a percerntage value representing the success rate.
+
   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.
 
</pre>
 
</pre>
  
Line 573: Line 694:
  
 
<pre>
 
<pre>
<Modify Critical Rate: x%>
+
<Unblockable>
<Modify Critical Rate: +x%>
 
<Modify Critical Rate: -x%>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Modifies the user's CRI parameter calculation for this skill/item.
+
- Using "Guard" against this skill will not reduce any damage.
- 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>
+
=== Critical-Related Notetags ===
<Modify Critical Multiplier: x%>
+
 
<Modify Critical Multiplier: +x%>
+
The following notetags affect skill and item critical hit rates and the
<Modify Critical Multiplier: -x%>
+
critical damage multiplier.
 +
 
 +
---
 +
 
 +
<pre>
 +
<Always Critical>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- These notetags determine the damage multiplier when a critical hit lands.
+
- This skill/item will always land a critical hit regardless of the
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
+
  user's CRI parameter value.
- The '+x%' and '-x%' notetag variants will change the multiplier with an
 
  incremenetal rate for this skill/item.
 
 
</pre>
 
</pre>
  
Line 602: Line 720:
  
 
<pre>
 
<pre>
<Modify Critical Bonus Damage: x%>
+
<Set Critical Rate: x%>
<Modify Critical Bonus Damage: +x%>
 
<Modify Critical Bonus Damage: -x%>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- These notetags determine the bonus damage added when a critical hit lands.
+
- This skill/item will always have a x% change to land a critical hit
- The 'x%' notetag variant multiply the damage to that exact percentage.
+
  regardless of user's CRI parameter value.
- The '+x%' and '-x%' notetag variants will change the bonus damage with an
+
- Replace 'x' with a percerntage value representing the success rate.
  incremenetal rate for this skill/item.
 
 
</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>
+
<Modify Critical Rate: x%>
code
+
<Modify Critical Rate: +x%>
code
+
<Modify Critical Rate: -x%>
rate = code;
 
</JS Critical Rate>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- The 'rate' variable is the final returned amount to determine the
+
- Modifies the user's CRI parameter calculation for this skill/item.
  critical hit success rate.
+
- The 'x%' notetag variant will multiply the user's CRI parameter value
- Replace 'code' with JavaScript code to determine the final 'rate' to be
+
   for this skill/item.
   returned as the critical hit success rate.
+
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease
- The 'user' variable represents the one using the skill/item.
+
  the user's CRI parameter value for this skill/item.
- The 'target' variable represents the one receiving the skill/item hit.
 
 
</pre>
 
</pre>
  
Line 641: Line 746:
  
 
<pre>
 
<pre>
<JS Critical Damage>
+
<Modify Critical Multiplier: x%>
code
+
<Modify Critical Multiplier: +x%>
code
+
<Modify Critical Multiplier: -x%>
multiplier = code;
 
bonusDamage = code;
 
</JS Critical Damage>
 
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- The 'multiplier' variable is returned later and used as the damage
+
- These notetags determine the damage multiplier when a critical hit lands.
  multiplier used to amplify the critical damage amount.
+
- The 'x%' notetag variant multiply the multiplier to that exact percentage.
- The 'bonusDamage' variable is returned later and used as extra added
+
- The '+x%' and '-x%' notetag variants will change the multiplier with an
  damage for the critical damage amount.
+
  incremenetal rate for this skill/item.
- 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>
 +
<Modify Critical Bonus Damage: x%>
 +
<Modify Critical Bonus Damage: +x%>
 +
<Modify Critical Bonus Damage: -x%>
  
[[File:BattleCoreActSeq.png|400px]]
+
- 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.
 +
</pre>
 +
 
 +
---
 +
 
 +
=== JavaScript Notetags: Critical-Related ===
  
Action Sequences allow you full control over how a skill and/or item plays
+
The following are notetags made for users with JavaScript knowledge to
through its course. These notetags give you control over various aspects of
+
determine how critical hit-related aspects are calculated.
those Action Sequences. More information is found in the Action Sequences
 
help section.
 
  
 
---
 
---
 
[[File:BattleCorePentaSlash.gif]]
 
  
 
<pre>
 
<pre>
<Custom Action Sequence>
+
<JS Critical Rate>
 +
code
 +
code
 +
rate = code;
 +
</JS Critical Rate>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Removes all automated Action Sequence parts from the skill.
+
- The 'rate' variable is the final returned amount to determine the
- Everything Action Sequence-related will be done by Common Events.
+
  critical hit success rate.
- Insert Common Event(s) into the skill/item's effects list to make use of
+
- Replace 'code' with JavaScript code to determine the final 'rate' to be
  the Custom Action Sequences.
+
  returned as the critical hit success rate.
- This will prevent common events from loading in the Item Scene and Skill
+
- The 'user' variable represents the one using the skill/item.
  Scene when used outside of battle.
+
- The 'target' variable represents the one receiving the skill/item hit.
 
</pre>
 
</pre>
  
Line 689: Line 799:
  
 
<pre>
 
<pre>
<Display Icon: x>
+
<JS Critical Damage>
<Display Text: string>
+
code
 +
code
 +
multiplier = code;
 +
bonusDamage = code;
 +
</JS Critical Damage>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- When displaying the skill/item name in the Action Sequence, determine the
+
- The 'multiplier' variable is returned later and used as the damage
   icon and/or text displayed.
+
  multiplier used to amplify the critical damage amount.
- Replace 'x' with a number value representing the icon ID to be displayed.
+
- The 'bonusDamage' variable is returned later and used as extra added
- Replace 'string' with a text value representing the displayed name.
+
  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>
  
 
---
 
---
  
=== Animated Sideview Battler-Related Notetags ===
+
=== Life Steal-Related Notetags ===
 +
 
 +
[[File:BattleCore_Update123_Preview1.png|600px]]
 +
 
 +
---
  
[[File:BattleCoreSvEnemies.png|600px]]
+
<pre>
 +
<HP Life Steal: x%>
 +
<MP Life Steal: x%>
  
Enemies can use Animated Sideview Actor graphics thanks to this plugin.
+
- Used for: Skill, Item Notetags
These notetags give you control over that aspect. Some of these also affect
+
- Causes this skill/item to have Life Steal properties, allowing the user to
actors in addition to enemies.
+
  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>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Sideview Battler: filename>
+
<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%>
  
<Sideview Battlers>
+
<MP Life Steal Certain Hit: -x%>
filename: weight
+
<MP Life Steal Physical Hit: -x%>
filename: weight
+
<MP Life Steal Magical Hit: -x%>
filename: weight
 
</Sideview Battlers>
 
  
- Used for: Enemy Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- Replaces the enemy's battler graphic with an animated Sideview Actor
+
- The related battler's various trait properties can have passive life steal
   graphic found in the img/sv_actors/ folder.
+
  properties that will trigger upon using skills/items with matching hit
- Replace 'filename' with the filename of the graphic to use. Do not insert
+
   types regardless of whether or not the skill/item innately has Life Steal.
  any extensions. This means the file 'Actor1_1.png' will be only inserted
+
  - Notetag variants with "Certain Hit" will only trigger from "Certain Hit"
  as 'Actor1_1' without the '.png' at the end.
+
    skill and item types. Same with "Physical" and "Magical" variants.
- If the multiple notetag vaiant is used, then a random filename is selected
+
  - HP Life Steal can only take HP from dealt HP damage.
   from the list upon the enemy's creation.
+
   - MP Life Steal can only take HP from dealt MP damage.
- Replace 'weight' with a number value representing how often the 'filename'
+
- Replace 'x' with a number representing the additive stacking percentage
   would come up. The higher the weight, the more often. You may omit this
+
   boost of the dealt damage used as HP/MP recovery. The effects will stack
   and the colon(:) and just type in the 'filename' instead.
+
   additively with other trait objects.
- Add/remove lines as you see fit.
+
- 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>
 +
<Cancel Life Steal>
  
Example:
+
<Cancel HP Life Steal>
 +
<Cancel MP Life Steal>
  
<Sideview Battlers>
+
- Used for: Skill, Item Notetags
Actor1_1: 25
+
- Prevents this skill from allowing Life Steal effects to occur including
Actor1_3: 10
+
  the passive life steal calculators from the skill/item user.
Actor1_5
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
Actor1_7
+
  from HP Drain/MP Drain.
</Sideview Battlers>
 
 
</pre>
 
</pre>
  
Line 746: Line 892:
  
 
<pre>
 
<pre>
<Sideview Anchor: x, y>
+
<Guard Life Steal>
 +
 
 +
<Guard HP Life Steal>
 +
<Guard MP Life Steal>
  
- Used for: Actor, Enemy Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- Sets the sprite anchor positions for the sideview sprite.
+
- If the related battler becomes the target of Life Steal, this will prevent
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
+
   the Life Steal effects from taking effect.
   the sideview sprite.
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
- By default, the x and y anchors are 0.5 and 1.0.
+
  from HP Drain/MP Drain.
 
</pre>
 
</pre>
  
Line 758: Line 907:
  
 
<pre>
 
<pre>
<Sideview Home Offset: +x, +y>
+
<Disarm Life Steal>
<Sideview Home Offset: -x, -y>
+
 
 +
<Disarm HP Life Steal>
 +
<Disarm MP Life Steal>
  
- Used for: Actor, Class, Weapon, Armor, State Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
+
- Makes the related battler unable to HP/MP Life Steal regardless of the
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
+
  skill/item and its related properties like equipment.
  coordinates by. For '0' values, use +0 or -0.
+
- This does not prevent skills/items with innate Life Steal from being used.
- This notetag will not work if you remove it from the JavaScript code in
+
  Only the Life Steal part of the skill/item will have no effect.
   Plugin Parameters > Actor > JS:  Home Position
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
 +
   from HP Drain/MP Drain.
 
</pre>
 
</pre>
  
Line 772: Line 924:
  
 
<pre>
 
<pre>
<Sideview Weapon Offset: +x, +y>
+
<Negative Life Steal>
<Sideview Weapon Offset: -x, -y>
+
 
 +
<Negative HP Life Steal>
 +
<Negative MP Life Steal>
  
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
+
- If the related battler becomes the target of Life Steal, this will invert
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
+
  the healing properties of Life Steal, causing the Life Steal user to
   coordinates by. For '0' values, use +0 or -0.
+
  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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Action Sequence-Related Notetags ===
<Sideview Show Shadow>
 
<Sideview Hide Shadow>
 
  
- Used for: Actor, Enemy Notetags
+
[[File:BattleCoreActSeq.png|400px]]
- Sets it so the sideview battler's shadow will be visible or hidden.
+
 
</pre>
+
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.
  
 
---
 
---
 +
 +
[[File:BattleCorePentaSlash.gif]]
  
 
<pre>
 
<pre>
<Sideview Collapse>
+
<Custom Action Sequence>
<Sideview No Collapse>
 
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
+
- Removes all automated Action Sequence parts from the skill.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
+
- Everything Action Sequence-related will be done by Common Events.
- No collapse graphic means the enemy's corpse will remain on the screen.
+
- 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>
 
</pre>
  
Line 806: Line 970:
  
 
<pre>
 
<pre>
<Sideview Idle Motion: name>
+
<Auto Action Sequence>
  
<Sideview Idle Motions>
+
- Used for: Skill, Item Notetags
name: weight
+
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
name: weight
+
  plugin will prevent custom action sequences from happening for the skill
name: weight
+
  or item, and instead, use an Automatic Action Sequence instead.
</Sideview Idle Motions>
+
- 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>
 +
 
 +
---
  
- Used for: Enemy Notetags
+
<pre>
- Changes the default idle motion for the enemy.
+
<Bypass Auto Action Sequence>
- 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:
+
- 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.
 +
</pre>
  
<Sideview Idle Motions>
+
---
walk: 25
+
 
wait: 50
+
<pre>
guard
+
<Common Event: name>
victory
+
 
abnormal
+
- Used for: Skill, Item Notetags
</Sideview Idle Motions>
+
- 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.
 
</pre>
 
</pre>
  
Line 841: Line 1,020:
  
 
<pre>
 
<pre>
<Sideview Size: width, height>
+
<Display Icon: x>
 +
<Display Text: string>
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- When using a sideview battler, its width and height will default to the
+
- When displaying the skill/item name in the Action Sequence, determine the
   setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
+
   icon and/or text displayed.
- This notetag lets you change that value to something else.
+
- Replace 'x' with a number value representing the icon ID to be displayed.
- Replace 'width' and 'height' with numbers representing how many pixels
+
- Replace 'string' with a text value representing the displayed name.
  wide/tall the sprite will be treated as.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:BattleCore_CommonEventKeys.png]]
  
 
<pre>
 
<pre>
<Sideview Weapon: weapontype>
+
<Common Event Key: name>
 +
<Common Event Keys: name, name, name>
 +
 
 +
<Common Event Keys>
 +
key
 +
key
 +
key
 +
</Common Event Keys>
  
<Sideview Weapons>
+
- Used for: Skill, Item Notetags
weapontype: weight
+
- Will generate Common Events for the skill/item with a corresponding key.
weapontype: weight
+
- Replace 'name' with the name of the Common Event's key that you want to
weapontype: weight
+
  reference. That key will be converted into a Common Event effect for the
</Sideview Weapons>
+
   skill/item and be treated as an action sequence.
 
+
  - The notetag variants that use multiple keys will have the keys added in
- Used for: Enemy Notetags
+
    the order they are listed.
- Give your sideview enemies weapons to use.
+
  - If keys do not reference any Common Events, no Common Events will be
- Replace 'weapontype' with the name of the weapon type found under the
+
    added for that key.
   Database => Types => Weapon Types list (without text codes).
+
- To mark a Common Event with a key, insert inside a Common Event's name the
- If the multiple notetag vaiant is used, then a random weapon type is
+
   [ and ] brackets around the text that will be used as the Common Event's
   selected from the list upon the enemy's creation.
+
  key text.
- Replace 'weight' with a number value representing how often the weapontype
+
  - For example, if Common Event's name is "Penta Slash [PENTA]", then the
  would come up. The higher the weight, the more often. You may omit this
+
    key used is "PENTA" without the quotes.
   and the colon(:) and just type in the 'weapontype' instead.
+
   - This key could then be referenced by <Common Event Key: PENTA> notetag.
- Add/remove lines as you see fit.
+
  - Do not use commas (,) inside the key text as it will be automatically
 
+
    removed for the sake of consistency.
Example:
+
- This feature is made for make the process of sharing Action Sequences to
 
+
  become easier without needing to line up Common Event ID's.
<Sideview Weapons>
 
Dagger: 25
 
Sword: 25
 
Axe
 
</Sideview Weapons>
 
 
</pre>
 
</pre>
 +
 +
---
 +
 +
=== Animated Sideview Battler-Related Notetags ===
 +
 +
[[File:BattleCoreSvEnemies.png|600px]]
 +
 +
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.
  
 
---
 
---
  
 
<pre>
 
<pre>
<traitname Sideview Battler: filename>
+
<Sideview Battler: filename>
  
<traitname Sideview Battlers>
+
<Sideview Battlers>
 
  filename: weight
 
  filename: weight
 
  filename: weight
 
  filename: weight
 
  filename: weight
 
  filename: weight
</traitname Sideview Battlers>
+
</Sideview Battlers>
  
 
- Used for: Enemy Notetags
 
- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
+
- Replaces the enemy's battler graphic with an animated Sideview Actor
- Allows certain Trait Sets to cause battlers to have a unique appearance.
+
  graphic found in the img/sv_actors/ folder.
 
- Replace 'filename' with the filename of the graphic to use. Do not insert
 
- 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
 
   any extensions. This means the file 'Actor1_1.png' will be only inserted
Line 906: Line 1,099:
 
- Add/remove lines as you see fit.
 
- Add/remove lines as you see fit.
  
Examples:
+
Example:
  
<Male Sideview Battlers>
+
<Sideview Battlers>
 
  Actor1_1: 25
 
  Actor1_1: 25
 
  Actor1_3: 10
 
  Actor1_3: 10
 
  Actor1_5
 
  Actor1_5
 
  Actor1_7
 
  Actor1_7
</Male Sideview Battlers>
+
</Sideview Battlers>
 +
</pre>
  
<Female Sideview Battlers>
+
---
Actor1_2: 25
+
 
Actor1_4: 10
+
<pre>
Actor1_6
+
<Sideview Anchor: x, y>
Actor1_8
+
 
</Female Sideview Battlers>
+
- 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.
 
</pre>
 
</pre>
  
Line 926: Line 1,124:
  
 
<pre>
 
<pre>
<traitname Sideview Idle Motion: name>
+
<Sideview Home Offset: +x, +y>
 +
<Sideview Home Offset: -x, -y>
  
<traitname Sideview Idle Motions>
+
- Used for: Actor, Class, Weapon, Armor, State Notetags
name: weight
+
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
name: weight
+
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  name: weight
+
  coordinates by. For '0' values, use +0 or -0.
</traitname Sideview Idle Motions>
+
- This notetag will not work if you remove it from the JavaScript code in
 +
  Plugin Parameters > Actor > JSHome Position
 +
</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>
 +
<Sideview Weapon Offset: +x, +y>
 +
<Sideview Weapon Offset: -x, -y>
  
<Jolly Sideview Idle Motions>
+
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
wait: 25
+
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
victory: 10
+
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
walk
+
  coordinates by. For '0' values, use +0 or -0.
</Jolly Sideview Idle Motions>
+
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<Sideview Show Shadow>
 +
<Sideview Hide Shadow>
  
<Serious Sideview Idle Motions>
+
- Used for: Actor, Enemy Notetags
walk: 25
+
- Sets it so the sideview battler's shadow will be visible or hidden.
guard: 10
 
wait
 
</Jolly Sideview Idle Motions>
 
 
</pre>
 
</pre>
  
Line 966: Line 1,160:
  
 
<pre>
 
<pre>
<traitname Sideview Weapon: weapontype>
+
<Sideview Shadow Scale: x%>
 +
<Sideview Shadow Scale: x.y>
  
<traitname Sideview Weapons>
+
- Used for: Actor, Enemy Notetags
weapontype: weight
+
- Adjusts the scaling size of the sideview battler's shadow.
weapontype: weight
+
- This affects both the X and Y scale.
weapontype: weight
+
</pre>
</traitname Sideview Weapons>
+
 
 +
---
  
- Used for: Enemy Notetags
+
<pre>
- Requires VisuMZ_1_ElementStatusCore
+
<Sideview Shadow Scale X: x%>
- Allows certain Trait Sets to cause battlers to have unique weapons.
+
<Sideview Shadow Scale X: x.y>
- 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:
+
<Sideview Shadow Scale Y: x%>
 +
<Sideview Shadow Scale Y: x.y>
  
<Male Sideview Weapons>
+
- Used for: Actor, Enemy Notetags
Dagger: 25
+
- Adjusts the scaling size of the sideview battler's shadow.
Sword: 25
+
- These affect their respective X and Y scales separately.
Axe
+
</pre>
</Male Sideview Weapons>
 
 
 
<Female Sideview Weapons>
 
Dagger: 25
 
Spear: 25
 
Cane
 
</Female Sideview Weapons>
 
</pre>
 
 
 
---
 
 
 
=== Enemy-Related Notetags ===
 
  
 
---
 
---
  
 
<pre>
 
<pre>
<Battler Sprite Cannot Move>
+
<Sideview Collapse>
 +
<Sideview No Collapse>
  
 
- Used for: Enemy Notetags
 
- Used for: Enemy Notetags
- Prevents the enemy from being able to move, jump, and/or float due to
+
- Either shows the collapse graphic or does not show the collapse graphic.
  Action Sequences. Useful for rooted enemies.
+
- 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
[[File:BattleCoreSwap.png|600px]]
+
<pre>
 +
<Sideview Idle Motion: name>
  
<pre>
+
<Sideview Idle Motions>
<Swap Enemies>
 
 
  name: weight
 
  name: weight
 
  name: weight
 
  name: weight
 
  name: weight
 
  name: weight
</Swap Enemies>
+
</Sideview Idle Motions>
  
 
- Used for: Enemy Notetags
 
- Used for: Enemy Notetags
- Causes this enemy database object to function as a randomizer for any of
+
- Changes the default idle motion for the enemy.
  the listed enemies inside the notetag. When the enemy is loaded into the
+
- Replace 'name' with any of the following motion names:
  battle scene, the enemy is immediately replaced with one of the enemies
+
   - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
   listed. The randomization is based off the 'weight' given to each of the
+
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
  enemy 'names'.
+
    'abnormal', 'sleep', 'dead'
- Replace 'name' with the database enemy of the enemy you wish to replace
+
- If the multiple notetag vaiant is used, then a random motion name is
   the enemy with.
+
   selected from the list upon the enemy's creation.
 
- Replace 'weight' with a number value representing how often the 'name'
 
- 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
 
   would come up. The higher the weight, the more often. You may omit this
Line 1,041: Line 1,220:
 
Example:
 
Example:
  
<Swap Enemies>
+
<Sideview Idle Motions>
  Bat: 50
+
  walk: 25
  Slime: 25
+
wait: 50
  Orc
+
  guard
  Minotaur
+
  victory
</Swap Enemies>
+
  abnormal
 +
</Sideview Idle Motions>
 
</pre>
 
</pre>
  
 
---
 
---
  
=== JavaScript Notetags: Mechanics-Related ===
+
<pre>
 +
<Sideview Size: width, height>
  
These JavaScript notetags allow you to run code at specific instances during
+
- Used for: Enemy Notetags
battle provided that the unit has that code associated with them in a trait
+
- When using a sideview battler, its width and height will default to the
object (actor, class, weapon, armor, enemy, or state). How you use these is
+
  setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
entirely up to you and will depend on your ability to understand the code
+
- This notetag lets you change that value to something else.
used and driven for each case.
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Pre-Start Battle>
+
<Sideview Weapon: weapontype>
code
 
code
 
code
 
</JS Pre-Start Battle>
 
  
<JS Post-Start Battle>
+
<Sideview Weapons>
  code
+
  weapontype: weight
  code
+
  weapontype: weight
  code
+
  weapontype: weight
</JS Post-Start Battle>
+
</Sideview Weapons>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code at the start of battle aimed at the function:
+
- Give your sideview enemies weapons to use.
   BattleManager.startBattle()
+
- Replace 'weapontype' with the name of the weapon type found under the
  - 'Pre' runs before the function runs.
+
   Database => Types => Weapon Types list (without text codes).
   - 'Post' runs after the function runs.
+
- If the multiple notetag vaiant is used, then a random weapon type is
- Replace 'code' with JavaScript code to run desired effects.
+
   selected from the list upon the enemy's creation.
- The 'user' variable represents the one affected by the trait object.
+
- Replace 'weight' with a number value representing how often the weapontype
</pre>
+
  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:
  
<pre>
+
<Sideview Weapons>
<JS Pre-Start Turn>
+
  Dagger: 25
  code
+
  Sword: 25
  code
+
  Axe
  code
+
</Sideview Weapons>
</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>
  
Line 1,110: Line 1,277:
  
 
<pre>
 
<pre>
<JS Pre-Start Action>
+
<traitname Sideview Battler: filename>
code
 
code
 
code
 
</JS Pre-Start Action>
 
  
<JS Post-Start Action>
+
<traitname Sideview Battlers>
  code
+
  filename: weight
  code
+
  filename: weight
  code
+
  filename: weight
</JS Post-Start Action>
+
</traitname Sideview Battlers>
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code at the start of an action aimed at the function:
+
- Requires VisuMZ_1_ElementStatusCore
  BattleManager.startAction()
+
- Allows certain Trait Sets to cause battlers to have a unique appearance.
  - 'Pre' runs before the function runs.
+
- Replace 'filename' with the filename of the graphic to use. Do not insert
   - 'Post' runs after the function runs.
+
   any extensions. This means the file 'Actor1_1.png' will be only inserted
- If used on skills and/or items, this will only apply to the skill/item
+
   as 'Actor1_1' without the '.png' at the end.
   being used and does not affect other skills and items.
+
- If the multiple notetag vaiant is used, then a random filename is selected
- If used on trait objects, this will apply to any skills/items used as long
+
   from the list upon the enemy's creation.
   as the unit affected by the trait object has access to the trait object.
+
- Replace 'weight' with a number value representing how often the 'filename'
- Replace 'code' with JavaScript code to run desired effects.
+
  would come up. The higher the weight, the more often. You may omit this
- The 'user' variable represents the one affected by the trait object.
+
  and the colon(:) and just type in the 'filename' instead.
</pre>
+
- Add/remove lines as you see fit.
  
---
+
Examples:
  
<pre>
+
<Male Sideview Battlers>
<JS Pre-Apply>
+
Actor1_1: 25
  code
+
  Actor1_3: 10
  code
+
  Actor1_5
  code
+
  Actor1_7
</JS Pre-Apply>
+
</Male Sideview Battlers>
  
- Used for: Skill, Item Notetags
+
<Female Sideview Battlers>
- Runs JavaScript code at the start of an action hit aimed at the function:
+
Actor1_2: 25
  Game_Action.prototype.apply()
+
Actor1_4: 10
  - 'Pre' runs before the function runs.
+
Actor1_6
- If used on skills and/or items, this will only apply to the skill/item
+
Actor1_8
  being used and does not affect other skills and items.
+
</Female Sideview Battlers>
- 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 1,158: Line 1,318:
  
 
<pre>
 
<pre>
<JS Pre-Apply as User>
+
<traitname Sideview Idle Motion: name>
code
 
code
 
code
 
</JS Pre-Apply as User>
 
  
<JS Pre-Apply as Target>
+
<traitname Sideview Idle Motions>
  code
+
  name: weight
  code
+
  name: weight
  code
+
  name: weight
</JS Pre-Apply as Target>
+
</traitname Sideview Idle Motions>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code at the start of an action hit aimed at the function:
+
- Requires VisuMZ_1_ElementStatusCore
  Game_Action.prototype.apply()
+
- Allows certain Trait Sets to cause battlers to have unique idle motions.
   - 'Pre' runs before the function runs.
+
- Replace 'name' with any of the following motion names:
- If used on trait objects, this will apply to any skills/items used as long
+
   - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',
  as the unit affected by the trait object has access to the trait object.
+
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',
- If the 'as User' notetag variant is used, this code will be run as a
+
    'abnormal', 'sleep', 'dead'
   response to the action from the action user end.
+
- If the multiple notetag vaiant is used, then a random motion name is
- If the 'as Target' notetag variant is used, this code will be run as a
+
   selected from the list upon the enemy's creation.
   response to the action from the action target end.
+
- Replace 'weight' with a number value representing how often the 'name'
- Replace 'code' with JavaScript code to run desired effects.
+
  would come up. The higher the weight, the more often. You may omit this
- The 'user' variable represents the one using the skill/item.
+
   and the colon(:) and just type in the 'name' instead.
- The 'target' variable represents the one receiving the skill/item hit.
+
- 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>
  
Line 1,188: Line 1,358:
  
 
<pre>
 
<pre>
<JS Pre-Damage>
+
<traitname Sideview Weapon: weapontype>
code
 
code
 
code
 
</JS Pre-Damage>
 
  
- Used for: Skill, Item Notetags
+
<traitname Sideview Weapons>
- Runs JavaScript code before damage is dealt aimed at the function:
+
weapontype: weight
  Game_Action.prototype.executeDamage()
+
weapontype: weight
  - 'Pre' runs before the function runs.
+
weapontype: weight
- If used on skills and/or items, this will only apply to the skill/item
+
</traitname Sideview Weapons>
  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
 +
- 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.
  
<pre>
+
Examples:
<JS Pre-Damage as User>
 
code
 
code
 
code
 
</JS Pre-Damage as User>
 
  
<JS Pre-Damage as Target>
+
<Male Sideview Weapons>
  code
+
  Dagger: 25
  code
+
  Sword: 25
  code
+
  Axe
</JS Pre-Damage as Target>
+
</Male Sideview Weapons>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
<Female Sideview Weapons>
- Runs JavaScript code before damage is dealt aimed at the function:
+
Dagger: 25
  Game_Action.prototype.executeDamage()
+
Spear: 25
  - 'Pre' runs before the function runs.
+
Cane
- If used on trait objects, this will apply to any skills/items used as long
+
</Female Sideview Weapons>
  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>
 +
 +
---
 +
 +
=== Enemy-Related Notetags ===
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Post-Damage>
+
<Battler Sprite Cannot Move>
code
 
code
 
code
 
</JS Post-Damage>
 
  
- Used for: Skill, Item Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code after damage is dealt aimed at the function:
+
- Prevents the enemy from being able to move, jump, and/or float due to
  Game_Action.prototype.executeDamage()
+
   Action Sequences. Useful for rooted enemies.
  - 'Post' runs after the function runs.
+
</pre>
- 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>
 
  
 
---
 
---
 +
 +
[[File:BattleCoreSwap.png|600px]]
  
 
<pre>
 
<pre>
<JS Post-Damage as User>
+
<Swap Enemies>
  code
+
  name: weight
  code
+
  name: weight
  code
+
  name: weight
</JS Post-Damage as User>
+
</Swap Enemies>
  
<JS Post-Damage as Target>
+
- Used for: Enemy Notetags
code
+
- Causes this enemy database object to function as a randomizer for any of
code
+
  the listed enemies inside the notetag. When the enemy is loaded into the
code
+
  battle scene, the enemy is immediately replaced with one of the enemies
</JS Post-Damage as Target>
+
  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.
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
Example:
- Runs JavaScript code after damage is dealt aimed at the function:
+
 
  Game_Action.prototype.executeDamage()
+
<Swap Enemies>
  - 'Post' runs after the function runs.
+
Bat: 50
- If used on trait objects, this will apply to any skills/items used as long
+
Slime: 25
  as the unit affected by the trait object has access to the trait object.
+
Orc
- If the 'as User' notetag variant is used, this code will be run as a
+
Minotaur
  response to the action from the action user end.
+
</Swap Enemies>
- If the 'as Target' notetag variant is used, this code will be run as a
+
</pre>
  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.
+
=== JavaScript Notetags: Mechanics-Related ===
</pre>
+
 
 +
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>
 
<pre>
<JS Post-Apply>
+
<JS Pre-Start Battle>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Apply>
+
</JS Pre-Start Battle>
  
- Used for: Skill, Item Notetags
+
<JS Post-Start Battle>
- Runs JavaScript code at the end of an action hit aimed at the function:
+
code
   Game_Action.prototype.apply()
+
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.
 
   - '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.
 
- Replace 'code' with JavaScript code to run desired effects.
- The 'user' variable represents the one using the skill/item.
+
- The 'user' variable represents the one affected by the trait object.
- The 'target' variable represents the one receiving the skill/item hit.
 
 
</pre>
 
</pre>
  
Line 1,308: Line 1,478:
  
 
<pre>
 
<pre>
<JS Post-Apply as User>
+
<JS Pre-Start Turn>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Apply as User>
+
</JS Pre-Start Turn>
  
<JS Post-Apply as Target>
+
<JS Post-Start Turn>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Apply as Target>
+
</JS Post-Start Turn>
  
 
- 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 hit aimed at the function:
+
- Runs JavaScript code at the start of a turn aimed at the function:
   Game_Action.prototype.apply()
+
   BattleManager.startTurn()
 +
  - '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.
 
- 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.
 
- Replace 'code' with JavaScript code to run desired effects.
 +
- The 'user' variable represents the one affected by the trait object.
 
</pre>
 
</pre>
  
Line 1,336: Line 1,502:
  
 
<pre>
 
<pre>
<JS Pre-End Action>
+
<JS Pre-Start Action>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-End Action>
+
</JS Pre-Start Action>
  
<JS Post-End Action>
+
<JS Post-Start Action>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-End Action>
+
</JS Post-Start Action>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Actor, Class, Skill, Item, 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 an action aimed at the function:
   BattleManager.endAction()
+
   BattleManager.startAction()
 
   - '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 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
 
- 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.
 
   as the unit affected by the trait object has access to the trait object.
Line 1,362: Line 1,530:
  
 
<pre>
 
<pre>
<JS Pre-End Turn>
+
<JS Pre-Apply>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-End Turn>
+
</JS Pre-Apply>
  
<JS Post-End Turn>
+
- Used for: Skill, Item Notetags
code
+
- Runs JavaScript code at the start of an action hit aimed at the function:
code
+
   Game_Action.prototype.apply()
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.
 
   - '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.
 
- 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 using the skill/item.
 +
- The 'target' variable represents the one receiving the skill/item hit.
 
</pre>
 
</pre>
  
Line 1,386: Line 1,550:
  
 
<pre>
 
<pre>
<JS Pre-Regenerate Turn>
+
<JS Pre-Apply as User>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-Regenerate Turn>
+
</JS Pre-Apply as User>
  
<JS Post-Regenerate Turn>
+
<JS Pre-Apply as Target>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Regenerate Turn>
+
</JS Pre-Apply as Target>
  
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:
+
- Runs JavaScript code at the start of an action hit aimed at the function:
   Game_Battler.prototype.regenerateAll()
+
   Game_Action.prototype.apply()
 
   - 'Pre' runs before the function runs.
 
   - '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.
 +
- 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.
 
- 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 using the skill/item.
 +
- The 'target' variable represents the one receiving the skill/item hit.
 
</pre>
 
</pre>
  
Line 1,410: Line 1,580:
  
 
<pre>
 
<pre>
<JS Battle Victory>
+
<JS Pre-Damage>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Battle Victory>
+
</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>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
---
- Runs JavaScript code when a battle is won aimed at the function:
+
 
   BattleManager.processVictory()
+
<pre>
- Replace 'code' with JavaScript code to run desired effects.
+
<JS Pre-Damage as User>
- The 'user' variable represents the one affected by the trait object.
+
code
</pre>
+
code
 
+
code
---
+
</JS Pre-Damage as User>
 
+
 
<pre>
+
<JS Pre-Damage as Target>
<JS Escape Success>
+
code
  code
+
code
  code
+
code
  code
+
</JS Pre-Damage as Target>
</JS Escape Success>
+
 
 
+
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Runs JavaScript code before damage is dealt aimed at the function:
- Runs JavaScript code when escaping succeeds aimed at the function:
+
  Game_Action.prototype.executeDamage()
   BattleManager.onEscapeSuccess()
+
  - 'Pre' runs before the function runs.
- Replace 'code' with JavaScript code to run desired effects.
+
- If used on trait objects, this will apply to any skills/items used as long
- The 'user' variable represents the one affected by the trait object.
+
  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.
 +
  - '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>
 +
 
 +
---
 +
 
 +
=== Battle Layout-Related Notetags ===
 +
 
 +
[[File:BattleCoreBattleStyleBorder.png|600px]]
 +
 
 +
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.
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Troop Size Tags ===
<JS Escape Failure>
 
code
 
code
 
code
 
</JS Escape Failure>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
[[File:BattleCore_ExtTroop.png|600px]]
- 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>
 
<pre>
<JS Battle Defeat>
+
<Extend: x>
code
+
<Extend: x, x, x>
code
 
code
 
</JS Battle Defeat>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Used for: Troop Name Tags and Troop Comment Tags
- Runs JavaScript code when a battle is lost aimed at the function:
+
- Adds enemies from another troop to the current troop.
  BattleManager.processDefeat()
+
- 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 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
+
Place these tags inside of a comment found in a troop page's event list.
- 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.
 
</pre>
 
  
 
---
 
---
  
=== Battle Layout-Related Notetags ===
+
[[File:BattleCore_OnceParallelWhenStartBattle.png|600px]]
 
 
[[File:BattleCoreBattleStyleBorder.png|600px]]
 
 
 
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.
 
 
 
---
 
  
 
<pre>
 
<pre>
<Layout: type>
+
<Once Parallel When Start Battle>
<Battle Layout: type>
 
  
- Used for: Map Notetags and Troop Name Tags
+
- Used for: Troop Page Comment Tags
- Changes the battle layout style used for this specific map or battle.
+
- Causes the troop page to immediately load the moment the battle scene
- Replace 'type' with 'default', 'list', 'xp', 'portrait', or 'border'.
+
  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.
 
</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.

---