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

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(Action Sequence-Related Notetags)
(Life Steal-Related Notetags)
 
(21 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 374: 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 385: 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 396: 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 405: 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 410: 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
+
- Used for: Skill, Item Notetags
targets = [code];
+
- Allows the player to target enemies or allies with the skill/item.
</JS Targets>
+
  - 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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<Single or Multiple Select>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- The 'targets' variable is an array that is returned to be used as a
+
- Requires an original scope that can select individual targets.
   container for all the valid action targets.
+
- This will allow the skill/item to be able to select either single targets
- Replace 'code' with JavaScript code to determine valid 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>
  
 
---
 
---
  
=== Damage-Related Notetags ===
+
<pre>
 +
<Disperse Damage>
  
[[File:BattleCoreDmgStyles.png|400px]]
+
- 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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Damage Style: name>
+
<Cannot Target User>
  
 
- 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 the action to be unable to select the user as the target.
   made using the damage formula input box.
+
- This is not a targeting scope. Instead, it is used in addition to any
- Names can be found in Plugin Parameters => Damage Settings => Style List
+
   other targeting scopes out there.
 +
- When used with "All" scopes, the user is removed from the target pool.
 +
- This is also applied outside of battle.
 +
- If the user somehow enters the target pool, the user is then replaced by
 +
  a random ally found in the party.
 
</pre>
 
</pre>
 +
 +
---
 +
 +
=== JavaScript Notetag: Targeting-Related ===
  
 
---
 
---
  
 
<pre>
 
<pre>
<Armor Reduction: x>
+
<JS Targets>
<Armor 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
- Use the 'x' notetag variant to determine a flat reduction value.
+
- The 'targets' variable is an array that is returned to be used as a
- Use the 'x%' notetag variant to determine a percentile reduction value.
+
   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.
 
</pre>
 
</pre>
 +
 +
---
 +
 +
=== Damage-Related Notetags ===
 +
 +
[[File:BattleCoreDmgStyles.png|400px]]
  
 
---
 
---
  
 
<pre>
 
<pre>
<Armor Penetration: x>
+
<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
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<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.
 +
</pre>
 +
 
 +
---
 +
 
 +
<pre>
 +
<Armor Penetration: 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
Line 682: Line 819:
 
---
 
---
  
=== Action Sequence-Related Notetags ===
+
=== Life Steal-Related Notetags ===
  
[[File:BattleCoreActSeq.png|400px]]
+
[[File:BattleCore_Update123_Preview1.png|600px]]
 
 
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>
<Custom Action Sequence>
+
<HP Life Steal: x%>
 +
<MP Life Steal: x%>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Removes all automated Action Sequence parts from the skill.
+
- Causes this skill/item to have Life Steal properties, allowing the user to
- Everything Action Sequence-related will be done by Common Events.
+
  take x% of the HP/MP Damage as recovered HP/MP.
- Insert Common Event(s) into the skill/item's effects list to make use of
+
  - HP Life Steal can only take HP from dealt HP damage.
   the Custom Action Sequences.
+
  - MP Life Steal can only take MP from dealt MP damage.
- This will prevent common events from loading in the Item Scene and Skill
+
- Replace 'x' with a number representing the percentage of the dealt damage
   Scene when used outside of battle.
+
   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>
  
Line 710: Line 843:
  
 
<pre>
 
<pre>
<Auto Action Sequence>
+
<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: Skill, Item Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
+
- The related battler's various trait properties can have passive life steal
   plugin will prevent custom action sequences from happening for the skill
+
  properties that will trigger upon using skills/items with matching hit
   or item, and instead, use an Automatic Action Sequence instead.
+
  types regardless of whether or not the skill/item innately has Life Steal.
- Ignore this if you have "Auto Notetag" disabled or set to false.
+
  - 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.
 
</pre>
 
</pre>
  
Line 722: Line 877:
  
 
<pre>
 
<pre>
<Common Event: name>
+
<Cancel Life Steal>
 +
 
 +
<Cancel HP Life Steal>
 +
<Cancel MP Life Steal>
  
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
- Battle only: calls forth a Common Event of a matching name.
+
- Prevents this skill from allowing Life Steal effects to occur including
- Replace 'name' with the name of a Common Event to call from when this
+
   the passive life steal calculators from the skill/item user.
  skill/item is used in battle.
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
   - Remove any \I[x] in the name.
+
   from HP Drain/MP Drain.
- Insert multiple notetags to call multiple Common Events in succession.
+
</pre>
- 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>
 
<pre>
<Display Icon: x>
+
<Guard Life Steal>
<Display Text: string>
+
 
 +
<Guard HP Life Steal>
 +
<Guard MP Life Steal>
  
- Used for: Skill, Item Notetags
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
- When displaying the skill/item name in the Action Sequence, determine the
+
- If the related battler becomes the target of Life Steal, this will prevent
   icon and/or text displayed.
+
   the Life Steal effects from taking effect.
- Replace 'x' with a number value representing the icon ID to be displayed.
+
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic
- Replace 'string' with a text value representing the displayed name.
+
  from HP Drain/MP Drain.
 
</pre>
 
</pre>
  
 
---
 
---
  
=== Animated Sideview Battler-Related Notetags ===
+
<pre>
 +
<Disarm Life Steal>
  
[[File:BattleCoreSvEnemies.png|600px]]
+
<Disarm HP Life Steal>
 +
<Disarm MP Life Steal>
  
Enemies can use Animated Sideview Actor graphics thanks to this plugin.
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
These notetags give you control over that aspect. Some of these also affect
+
- Makes the related battler unable to HP/MP Life Steal regardless of the
actors in addition to enemies.
+
  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.
 +
</pre>
  
 
---
 
---
  
 
<pre>
 
<pre>
<Sideview Battler: filename>
+
<Negative Life Steal>
  
<Sideview Battlers>
+
<Negative HP Life Steal>
filename: weight
+
<Negative MP Life Steal>
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:
+
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags
 
+
- If the related battler becomes the target of Life Steal, this will invert
<Sideview Battlers>
+
  the healing properties of Life Steal, causing the Life Steal user to
Actor1_1: 25
+
  instead take HP/MP damage.
Actor1_3: 10
+
  - This does NOT heal the target related battler.
Actor1_5
+
- This does not prevent skills/items with innate Life Steal from being used.
Actor1_7
+
  Only the Life Steal part of the skill/item will have no effect.
</Sideview Battlers>
+
- 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 Anchor: x, y>
+
 
 +
[[File:BattleCoreActSeq.png|400px]]
  
- Used for: Actor, Enemy Notetags
+
Action Sequences allow you full control over how a skill and/or item plays
- Sets the sprite anchor positions for the sideview sprite.
+
through its course. These notetags give you control over various aspects of
- Replace 'x' and 'y' with numbers depicting where the anchors should be for
+
those Action Sequences. More information is found in the Action Sequences
  the sideview sprite.
+
help section.
- By default, the x and y anchors are 0.5 and 1.0.
 
</pre>
 
  
 
---
 
---
 +
 +
[[File:BattleCorePentaSlash.gif]]
  
 
<pre>
 
<pre>
<Sideview Home Offset: +x, +y>
+
<Custom Action Sequence>
<Sideview Home Offset: -x, -y>
 
  
- Used for: Actor, Class, Weapon, Armor, State Notetags
+
- Used for: Skill, Item Notetags
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
+
- Removes all automated Action Sequence parts from the skill.
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
+
- Everything Action Sequence-related will be done by Common Events.
   coordinates by. For '0' values, use +0 or -0.
+
- Insert Common Event(s) into the skill/item's effects list to make use of
- This notetag will not work if you remove it from the JavaScript code in
+
   the Custom Action Sequences.
   Plugin Parameters > Actor > JS:  Home Position
+
- This will prevent common events from loading in the Item Scene and Skill
 +
   Scene when used outside of battle.
 
</pre>
 
</pre>
  
Line 823: Line 970:
  
 
<pre>
 
<pre>
<Sideview Weapon Offset: +x, +y>
+
<Auto Action Sequence>
<Sideview Weapon Offset: -x, -y>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
+
- Used for: Skill, Item Notetags
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
+
- If the Action Sequence Plugin Parameter "Auto Notetag" is enabled, this
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
+
  plugin will prevent custom action sequences from happening for the skill
   coordinates by. For '0' values, use +0 or -0.
+
  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.
 
</pre>
 
</pre>
  
Line 835: Line 984:
  
 
<pre>
 
<pre>
<Sideview Show Shadow>
+
<Bypass Auto Action Sequence>
<Sideview Hide Shadow>
 
  
- Used for: Actor, Enemy Notetags
+
- Used for: Skill, Item Notetags
- Sets it so the sideview battler's shadow will be visible or hidden.
+
- This 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>
 
</pre>
  
Line 845: Line 1,002:
  
 
<pre>
 
<pre>
<Sideview Collapse>
+
<Common Event: name>
<Sideview No Collapse>
 
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- Either shows the collapse graphic or does not show the collapse graphic.
+
- Battle only: calls forth a Common Event of a matching name.
- Collapse graphic means the enemy will 'fade away' once it's defeated.
+
- Replace 'name' with the name of a Common Event to call from when this
- No collapse graphic means the enemy's corpse will remain on the screen.
+
  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 857: Line 1,020:
  
 
<pre>
 
<pre>
<Sideview Idle Motion: name>
+
<Display Icon: x>
 +
<Display Text: string>
  
<Sideview Idle Motions>
+
- Used for: Skill, Item Notetags
name: weight
+
- When displaying the skill/item name in the Action Sequence, determine the
name: weight
+
  icon and/or text displayed.
name: weight
+
- Replace 'x' with a number value representing the icon ID to be displayed.
</Sideview Idle Motions>
+
- Replace 'string' with a text value representing the displayed name.
 
 
- 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>
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:BattleCore_CommonEventKeys.png]]
  
 
<pre>
 
<pre>
<Sideview Size: width, height>
+
<Common Event Key: name>
 +
<Common Event Keys: name, name, name>
 +
 
 +
<Common Event Keys>
 +
key
 +
key
 +
key
 +
</Common Event Keys>
  
- Used for: Enemy Notetags
+
- Used for: Skill, Item Notetags
- When using a sideview battler, its width and height will default to the
+
- Will generate Common Events for the skill/item with a corresponding key.
   setting made in Plugin Parameters => Enemy Settings => Size: Width/Height.
+
- Replace 'name' with the name of the Common Event's key that you want to
- This notetag lets you change that value to something else.
+
  reference. That key will be converted into a Common Event effect for the
- Replace 'width' and 'height' with numbers representing how many pixels
+
   skill/item and be treated as an action sequence.
   wide/tall the sprite will be treated as.
+
  - 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.
 
</pre>
 
</pre>
  
 
---
 
---
  
<pre>
+
=== Animated Sideview Battler-Related Notetags ===
<Sideview Weapon: weapontype>
+
 
 +
[[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.
  
<Sideview Weapons>
+
---
weapontype: weight
 
weapontype: weight
 
weapontype: weight
 
</Sideview Weapons>
 
  
- Used for: Enemy Notetags
+
<pre>
- Give your sideview enemies weapons to use.
+
<Sideview Battler: filename>
- Replace 'weapontype' with the name of the weapon type found under the
+
 
   Database => Types => Weapon Types list (without text codes).
+
<Sideview Battlers>
- If the multiple notetag vaiant is used, then a random weapon type is
+
filename: weight
   selected from the list upon the enemy's creation.
+
filename: weight
- Replace 'weight' with a number value representing how often the weapontype
+
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
 
   would come up. The higher the weight, the more often. You may omit this
   and the colon(:) and just type in the 'weapontype' instead.
+
   and the colon(:) and just type in the 'filename' instead.
 
- Add/remove lines as you see fit.
 
- Add/remove lines as you see fit.
  
 
Example:
 
Example:
  
<Sideview Weapons>
+
<Sideview Battlers>
  Dagger: 25
+
  Actor1_1: 25
  Sword: 25
+
  Actor1_3: 10
  Axe
+
Actor1_5
</Sideview Weapons>
+
  Actor1_7
 +
</Sideview Battlers>
 
</pre>
 
</pre>
  
Line 936: Line 1,112:
  
 
<pre>
 
<pre>
<traitname Sideview Battler: filename>
+
<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.
 +
</pre>
  
<traitname Sideview Battlers>
+
---
filename: weight
 
filename: weight
 
filename: weight
 
</traitname Sideview Battlers>
 
  
- Used for: Enemy Notetags
+
<pre>
- Requires VisuMZ_1_ElementStatusCore
+
<Sideview Home Offset: +x, +y>
- Allows certain Trait Sets to cause battlers to have a unique appearance.
+
<Sideview Home Offset: -x, -y>
- 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
+
- Used for: Actor, Class, Weapon, Armor, State Notetags
  as 'Actor1_1' without the '.png' at the end.
+
- Offsets the sideview actor sprite's home position by +/-x, +/-y.
- If the multiple notetag vaiant is used, then a random filename is selected
+
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
  from the list upon the enemy's creation.
+
   coordinates by. For '0' values, use +0 or -0.
- Replace 'weight' with a number value representing how often the 'filename'
+
- This notetag will not work if you remove it from the JavaScript code in
  would come up. The higher the weight, the more often. You may omit this
+
   Plugin Parameters > Actor > JS: Home Position
   and the colon(:) and just type in the 'filename' instead.
+
</pre>
- Add/remove lines as you see fit.
 
  
Examples:
+
---
  
<Male Sideview Battlers>
+
<pre>
Actor1_1: 25
+
<Sideview Weapon Offset: +x, +y>
Actor1_3: 10
+
<Sideview Weapon Offset: -x, -y>
Actor1_5
 
Actor1_7
 
</Male Sideview Battlers>
 
  
<Female Sideview Battlers>
+
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags
Actor1_2: 25
+
- Offsets the sideview weapon sprite's position by +/-x, +/-y.
Actor1_4: 10
+
- Replace 'x' and 'y' with numbers depicting how much to offset each of the
Actor1_6
+
  coordinates by. For '0' values, use +0 or -0.
Actor1_8
 
</Female Sideview Battlers>
 
 
</pre>
 
</pre>
  
Line 977: Line 1,150:
  
 
<pre>
 
<pre>
<traitname Sideview Idle Motion: name>
+
<Sideview Show Shadow>
 +
<Sideview Hide Shadow>
  
<traitname Sideview Idle Motions>
+
- Used for: Actor, Enemy Notetags
name: weight
+
- Sets it so the sideview battler's shadow will be visible or hidden.
name: weight
+
</pre>
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:
+
<pre>
 +
<Sideview Shadow Scale: x%>
 +
<Sideview Shadow Scale: x.y>
  
<Jolly Sideview Idle Motions>
+
- Used for: Actor, Enemy Notetags
wait: 25
+
- Adjusts the scaling size of the sideview battler's shadow.
victory: 10
+
- This affects both the X and Y scale.
walk
+
</pre>
</Jolly Sideview Idle Motions>
 
  
<Serious Sideview Idle Motions>
+
---
walk: 25
+
 
guard: 10
+
<pre>
wait
+
<Sideview Shadow Scale X: x%>
</Jolly Sideview Idle Motions>
+
<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.
 
</pre>
 
</pre>
  
Line 1,017: Line 1,185:
  
 
<pre>
 
<pre>
<traitname Sideview Weapon: weapontype>
+
<Sideview Collapse>
 
+
<Sideview No Collapse>
<traitname Sideview Weapons>
 
weapontype: weight
 
weapontype: weight
 
weapontype: weight
 
</traitname Sideview Weapons>
 
  
 
- Used for: Enemy Notetags
 
- Used for: Enemy Notetags
- Requires VisuMZ_1_ElementStatusCore
+
- Either shows the collapse graphic or does not show the collapse graphic.
- Allows certain Trait Sets to cause battlers to have unique weapons.
+
- Collapse graphic means the enemy will 'fade away' once it's defeated.
- Replace 'weapontype' with the name of the weapon type found under the
+
- No collapse graphic means the enemy's corpse will remain on the screen.
  Database => Types => Weapon Types list (without text codes).
+
</pre>
- If the multiple notetag vaiant is used, then a random weapon type is
 
  selected from the list upon the enemy's creation.
 
- Replace 'weight' with a number value representing how often the weapontype
 
  would come up. The higher the weight, the more often. You may omit this
 
  and the colon(:) and just type in the 'weapontype' instead.
 
- Add/remove lines as you see fit.
 
 
 
Examples:
 
 
 
<Male Sideview Weapons>
 
Dagger: 25
 
Sword: 25
 
Axe
 
</Male Sideview Weapons>
 
 
 
<Female Sideview Weapons>
 
Dagger: 25
 
Spear: 25
 
Cane
 
</Female Sideview Weapons>
 
</pre>
 
  
 
---
 
---
  
=== Enemy-Related Notetags ===
+
<pre>
 +
<Sideview Idle Motion: name>
  
---
+
<Sideview Idle Motions>
 
 
<pre>
 
<Battler Sprite Cannot Move>
 
 
 
- Used for: Enemy Notetags
 
- Prevents the enemy from being able to move, jump, and/or float due to
 
  Action Sequences. Useful for rooted enemies.
 
</pre>
 
 
 
---
 
 
 
[[File:BattleCoreSwap.png|600px]]
 
 
 
<pre>
 
<Swap Enemies>
 
 
  name: weight
 
  name: weight
 
  name: weight
 
  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 1,092: 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
 +
  would come up. The higher the weight, the more often. You may omit this
 +
  and the colon(:) and just type in the 'weapontype' instead.
 +
- Add/remove lines as you see fit.
 +
 
 +
Example:
 +
 
 +
<Sideview Weapons>
 +
Dagger: 25
 +
Sword: 25
 +
Axe
 +
</Sideview Weapons>
 
</pre>
 
</pre>
  
Line 1,137: Line 1,277:
  
 
<pre>
 
<pre>
<JS Pre-Start Turn>
+
<traitname Sideview Battler: filename>
  code
+
 
  code
+
<traitname Sideview Battlers>
  code
+
  filename: weight
</JS Pre-Start Turn>
+
  filename: weight
 +
  filename: weight
 +
</traitname Sideview Battlers>
  
<JS Post-Start Turn>
+
- Used for: Enemy Notetags
code
+
- Requires VisuMZ_1_ElementStatusCore
code
+
- Allows certain Trait Sets to cause battlers to have a unique appearance.
code
+
- Replace 'filename' with the filename of the graphic to use. Do not insert
</JS Post-Start Turn>
+
  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.
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
Examples:
- Runs JavaScript code at the start of a turn aimed at the function:
+
 
  BattleManager.startTurn()
+
<Male Sideview Battlers>
  - 'Pre' runs before the function runs.
+
Actor1_1: 25
  - 'Post' runs after the function runs.
+
Actor1_3: 10
- Replace 'code' with JavaScript code to run desired effects.
+
Actor1_5
- The 'user' variable represents the one affected by the trait object.
+
Actor1_7
 +
</Male Sideview Battlers>
 +
 
 +
<Female Sideview Battlers>
 +
Actor1_2: 25
 +
Actor1_4: 10
 +
Actor1_6
 +
Actor1_8
 +
</Female Sideview Battlers>
 
</pre>
 
</pre>
  
Line 1,161: Line 1,318:
  
 
<pre>
 
<pre>
<JS Pre-Start Action>
+
<traitname Sideview Idle Motion: name>
  code
+
 
  code
+
<traitname Sideview Idle Motions>
  code
+
  name: weight
</JS Pre-Start Action>
+
  name: weight
 +
  name: weight
 +
</traitname Sideview Idle Motions>
  
<JS Post-Start Action>
+
- Used for: Enemy Notetags
code
+
- Requires VisuMZ_1_ElementStatusCore
code
+
- Allows certain Trait Sets to cause battlers to have unique idle motions.
code
+
- Replace 'name' with any of the following motion names:
</JS Post-Start Action>
+
  - '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.
  
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
+
Examples:
- Runs JavaScript code at the start of an action aimed at the function:
+
 
  BattleManager.startAction()
+
<Jolly Sideview Idle Motions>
  - 'Pre' runs before the function runs.
+
wait: 25
  - 'Post' runs after the function runs.
+
victory: 10
- If used on skills and/or items, this will only apply to the skill/item
+
walk
  being used and does not affect other skills and items.
+
</Jolly Sideview Idle Motions>
- 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.
+
<Serious Sideview Idle Motions>
- Replace 'code' with JavaScript code to run desired effects.
+
walk: 25
- The 'user' variable represents the one affected by the trait object.
+
guard: 10
 +
wait
 +
</Jolly Sideview Idle Motions>
 
</pre>
 
</pre>
  
Line 1,189: Line 1,358:
  
 
<pre>
 
<pre>
<JS Pre-Apply>
+
<traitname Sideview Weapon: weapontype>
code
 
code
 
code
 
</JS Pre-Apply>
 
  
- Used for: Skill, Item Notetags
+
<traitname Sideview Weapons>
- Runs JavaScript code at the start of an action hit aimed at the function:
+
weapontype: weight
  Game_Action.prototype.apply()
+
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
<pre>
+
- Allows certain Trait Sets to cause battlers to have unique weapons.
<JS Pre-Apply as User>
+
- Replace 'weapontype' with the name of the weapon type found under the
code
+
  Database => Types => Weapon Types list (without text codes).
code
+
- If the multiple notetag vaiant is used, then a random weapon type is
code
+
  selected from the list upon the enemy's creation.
</JS Pre-Apply as User>
+
- 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.
  
<JS Pre-Apply as Target>
+
Examples:
code
 
code
 
code
 
</JS Pre-Apply as Target>
 
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
<Male Sideview Weapons>
- Runs JavaScript code at the start of an action hit aimed at the function:
+
Dagger: 25
  Game_Action.prototype.apply()
+
Sword: 25
  - 'Pre' runs before the function runs.
+
Axe
- If used on trait objects, this will apply to any skills/items used as long
+
</Male 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
+
<Female Sideview Weapons>
  response to the action from the action user end.
+
Dagger: 25
- If the 'as Target' notetag variant is used, this code will be run as a
+
Spear: 25
  response to the action from the action target end.
+
Cane
- Replace 'code' with JavaScript code to run desired effects.
+
</Female Sideview Weapons>
- 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 Pre-Damage>
+
<Battler Sprite Cannot Move>
code
 
code
 
code
 
</JS Pre-Damage>
 
  
- Used for: Skill, Item Notetags
+
- Used for: Enemy Notetags
- Runs JavaScript code before 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.
  - 'Pre' runs before the function runs.
 
- If used on skills and/or items, this will only apply to the skill/item
 
   being used and does not affect other skills and items.
 
- Replace 'code' with JavaScript code to run desired effects.
 
- The 'user' variable represents the one using the skill/item.
 
- The 'target' variable represents the one receiving the skill/item hit.
 
 
</pre>
 
</pre>
  
 
---
 
---
 +
 +
[[File:BattleCoreSwap.png|600px]]
  
 
<pre>
 
<pre>
<JS Pre-Damage as User>
+
<Swap Enemies>
  code
+
  name: weight
  code
+
  name: weight
  code
+
  name: weight
</JS Pre-Damage as User>
+
</Swap Enemies>
  
<JS Pre-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 Pre-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.
 +
 
 +
Example:
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
<Swap Enemies>
- Runs JavaScript code before damage is dealt aimed at the function:
+
Bat: 50
  Game_Action.prototype.executeDamage()
+
Slime: 25
  - 'Pre' runs before the function runs.
+
Orc
- If used on trait objects, this will apply to any skills/items used as long
+
Minotaur
  as the unit affected by the trait object has access to the trait object.
+
</Swap Enemies>
- 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>
 +
 +
---
 +
 +
=== JavaScript Notetags: Mechanics-Related ===
 +
 +
These JavaScript notetags allow you to run code at specific instances during
 +
battle provided that the unit has that code associated with them in a trait
 +
object (actor, class, weapon, armor, enemy, or state). How you use these is
 +
entirely up to you and will depend on your ability to understand the code
 +
used and driven for each case.
  
 
---
 
---
  
 
<pre>
 
<pre>
<JS Post-Damage>
+
<JS Pre-Start Battle>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Damage>
+
</JS Pre-Start Battle>
  
- Used for: Skill, Item Notetags
+
<JS Post-Start Battle>
- Runs JavaScript code after damage is dealt aimed at the function:
+
code
   Game_Action.prototype.executeDamage()
+
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 1,309: Line 1,478:
  
 
<pre>
 
<pre>
<JS Post-Damage as User>
+
<JS Pre-Start Turn>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Damage as User>
+
</JS Pre-Start Turn>
  
<JS Post-Damage as Target>
+
<JS Post-Start Turn>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Damage 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 after damage is dealt aimed at the function:
+
- Runs JavaScript code at the start of a turn aimed at the function:
   Game_Action.prototype.executeDamage()
+
   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 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 1,339: Line 1,502:
  
 
<pre>
 
<pre>
<JS Post-Apply>
+
<JS Pre-Start Action>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Apply>
+
</JS Pre-Start Action>
  
- Used for: Skill, Item Notetags
+
<JS Post-Start Action>
- Runs JavaScript code at the end of an action hit aimed at the function:
+
code
   Game_Action.prototype.apply()
+
code
   - 'Post' runs after the function runs.
+
code
- If used on skills and/or items, this will only apply to the skill/item
+
</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.
 
   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.
 
- 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 1,359: Line 1,530:
  
 
<pre>
 
<pre>
<JS Post-Apply as User>
+
<JS Pre-Apply>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-Apply as User>
+
</JS Pre-Apply>
  
<JS Post-Apply as Target>
+
- Used for: Skill, Item Notetags
code
+
- Runs JavaScript code at the start of an action hit aimed at the function:
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()
 
   Game_Action.prototype.apply()
   - 'Post' runs after the function runs.
+
   - 'Pre' runs before the function runs.
- If used on trait objects, this will apply to any skills/items used as long
+
- If used on skills and/or items, this will only apply to the skill/item
  as the unit affected by the trait object has access to the trait object.
+
  being used and does not affect other skills and items.
- 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 using the skill/item.
 +
- The 'target' variable represents the one receiving the skill/item hit.
 
</pre>
 
</pre>
  
Line 1,387: Line 1,550:
  
 
<pre>
 
<pre>
<JS Pre-End Action>
+
<JS Pre-Apply as User>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-End Action>
+
</JS Pre-Apply as User>
  
<JS Post-End Action>
+
<JS Pre-Apply as Target>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-End Action>
+
</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 at the end of an action aimed at the function:
+
- Runs JavaScript code at the start of an action hit aimed at the function:
   BattleManager.endAction()
+
   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
 
- 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.
 +
- 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 1,413: Line 1,580:
  
 
<pre>
 
<pre>
<JS Pre-End Turn>
+
<JS Pre-Damage>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-End Turn>
+
</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>
 +
 
 +
---
  
<JS Post-End Turn>
+
<pre>
 +
<JS Pre-Damage as User>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Post-End Turn>
+
</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
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs JavaScript code at the end of a turn aimed at the function:
+
- Runs JavaScript code before damage is dealt aimed at the function:
   Game_Battler.prototype.onTurnEnd()
+
   Game_Action.prototype.executeDamage()
 
   - '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 1,437: Line 1,630:
  
 
<pre>
 
<pre>
<JS Pre-Regenerate>
+
<JS Post-Damage>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Pre-Regenerate>
+
</JS Post-Damage>
  
<JS Post-Regenerate>
+
- Used for: Skill, Item Notetags
code
+
- Runs JavaScript code after damage is dealt aimed at the function:
code
+
   Game_Action.prototype.executeDamage()
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.
 
   - '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 1,461: Line 1,650:
  
 
<pre>
 
<pre>
<JS Battle Victory>
+
<JS Post-Damage as User>
 
  code
 
  code
 
  code
 
  code
 
  code
 
  code
</JS Battle Victory>
+
</JS Post-Damage as User>
  
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
<JS Post-Damage as Target>
- Runs JavaScript code when a battle is won aimed at the function:
+
code
   BattleManager.processVictory()
+
code
- Replace 'code' with JavaScript code to run desired effects.
+
code
- The 'user' variable represents the one affected by the trait object.
+
</JS Post-Damage as Target>
</pre>
+
 
 
+
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
---
+
- Runs JavaScript code after damage is dealt aimed at the function:
 
+
  Game_Action.prototype.executeDamage()
<pre>
+
  - 'Post' runs after the function runs.
<JS Escape Success>
+
- If used on trait objects, this will apply to any skills/items used as long
  code
+
  as the unit affected by the trait object has access to the trait object.
  code
+
- If the 'as User' notetag variant is used, this code will be run as a
  code
+
  response to the action from the action user end.
</JS Escape Success>
+
- If the 'as Target' notetag variant is used, this code will be run as a
 
+
  response to the action from the action target end.
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
+
- Replace 'code' with JavaScript code to run desired effects.
- Runs JavaScript code when escaping succeeds aimed at the function:
+
- The 'user' variable represents the one using the skill/item.
   BattleManager.onEscapeSuccess()
+
- The 'target' variable represents the one receiving the skill/item hit.
- Replace 'code' with JavaScript code to run desired effects.
+
</pre>
- The 'user' variable represents the one affected by the trait object.
+
 
 +
---
 +
 
 +
<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.

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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.

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<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.

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Troop Size Tags

BattleCore ExtTroop.png

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<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.

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Troop Comment Tags

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

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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.

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